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 The Hunted Twilight of the U-Boats 1943-45 by GMT Games  The German U-boats experienced two 'Happy Times' in World War II. The firs...

The Hunted: Twilight of the U-boats 1943-45 by GMT Games The Hunted: Twilight of the U-boats 1943-45 by GMT Games

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




 The Hunted


Twilight of the U-Boats 1943-45


by


GMT Games







 The German U-boats experienced two 'Happy Times' in World War II. The first was right after the fall of France in 1940 and lasting into 1941. This took place in the North Sea and North Atlantic. The second Happy Time was directly after the the entry of the U.S.A. into the war. This took place on the east coast of North America. In the second Happy Time, 609 Allied ships were sunk to only 22 U-boats. Roughly one quarter of all Allied shipping sunk in World War II occurred then. However, those are featured in the first game of the series by GMT Games 'The Hunters'. This is the story of 1943-1945, and it is a totally different tale. In 'Black May' of 1943, 118 U-boats were at sea. The German Navy lost 41 of them in May 1943. The amount of Allied shipping losses continued to fall even before then. German Admiral Dönitz ordered a temporary halt to the U-boat offensive in order to come up with some ideas to stem the tide against his U-boats. This game is a solitaire simulation of U-boat warfare in the last years of the war. As with most of the German 'wünderwaffe' (wonder weapon), the weapons that were being developed for the U-boats came too little and too late.



 As mentioned, this is the second game in the series. I will have a link below to my review of the first game: 'The Hunters'. The series has actually been expanded to include the Italian Submarines in the newest iteration called 'Beneath the Med'. There is actually a fourth title in the series 'Silent Victory', where you play as an American submarine Captain against the Japanese. This is what comes with the game:


One ½” full-color counter sheet

One ¾” wide full-color counter sheet

Rules booklet with designer's notes

Five player aid cards, 2-sided

Six U-Boat Display Mats, 2-sided

Two U-Boat Patrol Maps, 2-sided

U-Boat Combat Mat

Eight U-Boat Kommandant Cards

U-Boat patrol logsheet

Three 6-sided, two 10-sided dice, and one 20-sided die



 These are the areas of the world's Oceans that you can patrol in:

Arctic

Atlantic

Australia

Brazilian Coast

British Isles

Caribbean

Indian Ocean

Invasion (Atlantic)

Mediterranean

North America

Norway

West African Coast






These are the U-boats that you can command during your patrols:

Type VIIC
Type VIIC/41
Type VIIC-Flak
Type VIID
Type IXC
Type IXC/40
Type IXD-2
Type IXD/42
Type XB
Type XII (hypothetical)
Type XIV
Type XXI




 The new weapons and U-boat improvements include these:

Decoys
Schnorkels
Homing Torpedoes
FaT Ladder Search Pattern Torpedoes

However, the Allies also have these counter measures:

Hedgehogs
Squid
Fido
Heavily Increased Aircraft Presence

 The player has the use of twelve different U-boat types. You will be facing both day and night combat encounters. To spice up your patrols you can be assigned these 'Special Missions':

Abwehr Agent delivery
Supply Delivery
Replenish
Minelaying




 The sequence of play (synopsis) is:

Consult U-Boat Patrol Assignment Table
Conduct Patrol
  Check for Encounters in Each Travel Box entered
  Check for Random Events
  Resolve Air or Ship Encounters (Enemy ship engagements is always voluntary)
  Attempt Repairs
  Return to Port
Refit U-boat
  Check for Crew Recovery or Replacement
  Check for Crew Advancement
  Check for Kommandant Promotion or Medal Earning
Take your crew and Kommandants life in your hands once again.




 Your goal in the game is to take your U-boat to sea and to sink as many Allied ships as possible, with the caveat of returning you and your crew home safely. The game adds some RPG elements to its wargame base, by having your Kommandant able to receive both promotion and earn medals. You can even be awarded the coveted Knight's Cross with Oak Leaves, Swords, and Diamonds. For anyone who has played the first game, winning medals and just staying alive is a lot harder in this game, as it should be. The game does incorporate a multiplayer aspect. However, it is not you playing against the other player. You are essentially both playing solitaire and trying to outdo the other player on the tonnage of sunken ships you both inflict. 




 As in the first game, to add a little to the historical side of the game, you can play as a historical U-boat Kommandant. Each of the Kommandants come with certain enhanced abilities in the game. Alfred Eick for example, gives the player both 'Expert Gunner' and 'Vigilant'. Extra Gunner gives the player an additional -1 to hit targets. Vigilant allows the player a +1 on crash dives. These are the historical Kommandants you can play:

Alfred Eick
August Maus
Heinrich Timm
Werner Henke
Jürgen Oesten
Werner Hartmann
Albert Lauzemis
Robert Gysae





 The game components are pretty much exactly what you would get in the first game, 'The Hunters'. The counters are easy to read and very colorful. You will experience no eye strain while reading them. You also get eight counters with portraits of the historical Kommandants to add to the immersion level. The Rule Booklet is in large print, and is also in color. The 'Designer Notes' are interesting, because the designer (Gregory M. Smith) did not even want to do a follow-up game about these years of the war for U-boats. He felt the historic 'brutal aspects' of a game would be uninteresting to players. The first game had such an overwhelmingly favorable response, and the fact that so many players clamored for a 1943-1945 game, that he acquiesced. He states that he did not sugar coat the war or try to tip the game in the U-boats' favor. The seven double-sided U-boat Mats are the main game piece and the best piece of artwork in the components. The Patrol maps that you will use in your cruises are also very well done. The whole ensemble is meant to be both functional and good looking.

 The game is hard, and it is meant to be because that is how it was historically. However, we do not play these games, especially solitaire ones, to win all the time. We play them to try and simulate a certain part of history. I feel that the game captures the moment in time perfectly. If you as Kommandant are sent to the Indian Ocean your crew's life and your stock has just risen. Should you pull the short straw and are given the North Atlantic, good luck and may the fates be with you. Thank you GMT Games for allowing me to review this gem. A big thanks to the designer for listening to the player base and following up 'The Hunters' with this game. 

Robert

GMT Games:

The Hunted:

My review of The Hunters:


 



  German fighter Aircraft in World War I Design, Construction, & Innovation by Mark C. Wilkins  I have to admit to a fascination with Wo...

German Fighter Aircraft in World War I: Design, Construction, & Innovation by Mark C. Wilkins German Fighter Aircraft in World War I: Design, Construction, & Innovation by Mark C. Wilkins

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




 German fighter Aircraft in World War I


Design, Construction, & Innovation


by


Mark C. Wilkins






 I have to admit to a fascination with World War I. From its weapons to the military history of the war on all fronts. In this book from Casemate Publishers, we have a gold mine for the World War I enthusiasts and aviation history lovers alike. This is a one volume history of the German fighter program from its inception at the beginning of the war to the final days of the fighting.


 The book starts off with a short introduction, and then jumps into the history of the 'Taube' (dove) aircraft, which was the only aircraft in Service with the German Army at the start of the war. After that, the book follows with chapters about all of the German fighter manufacturers in the war. Some of these are:


Aviatik

Halberstadt Flugzeugzelte

Fokker Flugzeugwerke

Albatross Flugzeugwerke


 The book then has a chapter on the various armaments and engines that were used with the aforementioned fighters.


 The author has liberally spiced the book with extremely rare pictures of not only the aircraft, but also the manufacturing of the aircraft and the various factories where the different companies were headquartered.


 For the aviation lovers, there are a good many pictures with explanations that show reproduction aircraft in various stages of  assembly. To be able to see a Fokker D.VII with the structure complete and the engine and everything in working order, sans the fabric skin of the aircraft, is amazing. You will also see pictures showing the reproduction of a DR.I from single pieces of wood to the completed bird. The book goes into the engineers of each company and their different designs. One of the best things about the book is that you are able to see the huge leap forward in the German aviation from 1914-1918, from the simple wing-warping of the early birds to the mechanical efficiency of the later designs.


 I can easily recommend this volume to aviation enthusiasts, World War I history lovers, and especially model makers. The pictures included are a trove for anyone interested in modeling World War I planes. Thank you Casemate Publishers for this incredible book. It must have taken the author years to assemble the information and especially the pictures.


Robert

Book: German Fighter Aircraft in World War I: Design, Construction, and Innovation

Author: Mark C. Wilkins

Publisher: Casemate Publishers 


  KAIS: A True Story of a Daring Rescue in the Swamps of New Guinea, Summer 1944 is a fascinating account of the crash of a B-25 bomber into...

KAIS by Bas Kreuger KAIS by Bas Kreuger

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

 KAIS: A true story of a daring rescue in the swamps of New Guinea, summer 1944 by [Bas Kreuger, Anneloes Bakker, Fred Warmer]


KAIS: A True Story of a Daring Rescue in the Swamps of New Guinea, Summer 1944 is a fascinating account of the crash of a B-25 bomber into the jungles of New Guine. It details both the efforts to find and rescue the crew immediately after, and the search to find and recover the aircraft 75 years later. The book takes its name from the Kais river, which both the rescue and research teams traveled on to reach the crash site. The author, Bas Kreuger, is a Dutch researcher who focuses on the history of the Dutch in the East Indies.


KAIS opens with a summarized account of the war in the Pacific on and around New Guinea. This was interesting in and of itself, as this fighting is not often discussed or depicted in media. New Guinea is an extremely harsh island covered in swamps, jungles, and rivers, with virtually no infrastructure across vast swathes of the landscape. This made merely existing on the island difficult for both the Japanese and Allied soldiers, never mind finding each other and fighting. As the war went on and the Allies gained the upper hand, it was decided that it would be easier to isolate and starve out most of the Japanese strongholds on the island, rather than destroying them directly. Most of the fighting then became about air superiority, and attacks against each side's airfields. If the Allies could control the skies, they could then easily destroy any Japanese cargo ships trying to resupply the soldiers in the brutal jungles and swamps. 


Enter the 418th Night Fighter Squadron. These men were brought in to crew, you guessed it, night fighters, but due to the realities of war in the far flung reaches of the Pacific, they didn't have any on hand for some time. So instead they found themselves operating a variety of aircraft, including the B-25 bombers being used in an anti-ship role. After an intense attack on some Japanese ships, the crew of the fateful B-25 realize that they aren't going to make it home due to damage sustained to the aircraft. Knowing that they are deep in Japanese controlled waters, they decide to fly inland and look for somewhere to put the plane down. 


After a mostly successful crash landing into a swamp, the crew is then at the mercy of the environment and fate. Fortunately for them, one of their fellow bombers was able to track them down quickly, and so their approximate location is known to the Allies. Unfortunately for them, reaching their location borders on the impossible. Any rescue attempt will have to brave miles river, jungle, and swamp filled with both hazardous wildlife and hostile Japanese soldiers. The rescue team, composed of Dutch, Indonesian, Australian, and American soldiers sets out on an expedition to find and rescue the crew, which ends up taking three weeks. The book details this entire endeavor, including direct combat with Japanese soldiers, meetings with local tribes, and all the misery of camping in the jungle.


I'll leave it to you to read the story of how all of that goes down, but I will say it is quite the adventure and would make an excellent movie. Every soldier and airman involved in the book is detailed as much as possible, with the author having tracked down family members, photographs, and even local Papua's who were connected to the event. His efforts are extremely impressive and reveal so much about this event that would otherwise have been forgotten. 


The latter third or so of the book details his modern day research efforts in pulling together all of this information, and the expedition he went on in 2019 to try and find the actual crash site in the swamp. The area is still as wild and undeveloped as it was at the time, with the expedition facing exactly the same environmental hazards that the rescue team dealt with. Initially, I thought this part of the book wouldn't be as interesting as the actual event, but in the end it was very enjoyable. It opened my eyes to what researchers do and had some shades of a real world Indiana Jones adventure, just with gentlemen a bit more out of their element than Dr. Jones ever was.


This book is a very easy one to recommend. The pages fly by and the story is quite thrilling all the way through. Like I said above, this event would make a great movie, and one could write the whole script simply based on Kreuger's account, as it is extremely detailed and vivid. 


KAIS is available on Amazon Kindle or paperback.


- Joe Beard









Barbarossa by The Knowledge Company     I like to do a little bit of history behind the games that I ...

Barbarossa by The Knowledge Company Barbarossa by The Knowledge Company

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




Barbarossa

by

The Knowledge Company












  I like to do a little bit of history behind the games that I review. In this case I hope it is not necessary at all with this game. If the date June 22,1941 is not etched into the brain of every wargamer who has lived since then, I do not know what date would be. Most gamers would find it easier to remember this date than the one they were married on. I am talking about your current wife. If your closet holds one or more, you are totally forgiven the remembrance of those dates. 






 Strap on your seatbelts and hold onto your hats, the big one is coming. Barbarossa is a simulation, definitely NOT a game, about the German invasion of the Soviet Union. The simulation plays out between June 22,1941 and June 30,1943. The invasion of the Soviet Union was the largest military campaign in the history of the world. Just like the invasion, The Knowledge Company has delivered up to us a simulation of monumental size. Up until now I have never compared one boardgame to another. There is just too many variables in every game to really compare them to each other. I am doing this only as a size comparison, not anything about each game's rules etc.

 Fire in the East by GDW:

Time Scale - Two Weeks per Turn
Hex Size - 16 Miles per hex
Counters - 2500 +-
Maps - 6 - at 21" x 27"

Barbarossa:

Time Scale - Half-Month Turns
Hex Size - 15 Miles to the hex
Counters - 7840
Maps - 14 - 18" x 26"
              2 - 10" x 26"
              2 - 18" x 14"

Just as an extra comparison I will also give you another monster game that I was awarded the honor of reviewing; Australian Design Group's World In Flames Collector's Edition Deluxe:

Time Scale - 2 Months
Hex Size - 90 Kilometers per hex
Counters - 4900
Maps - 4 large (574 x 820mm) maps covering most of the world (West Europe & Africa, East Europe & the Middle East, Asia, and the Pacific);
One 297 x 420 mm full-color map of The Americas 






 So, you can see that Barbarossa easily stacks up as the largest of the three games. It has twenty-eight counter sheets! That was not a typo. If you are into corner clipping, good luck. I believe you will need a new clipper and a set of hands when you are done. Either that or you will have the grip strength of the world's strongest man. 




 This is the perfect time to compare monster games. I mean we have Godzilla against King Kong coming out soon, although I am not sure how a 50' King Kong is supposed to do battle with a 200-300' Godzilla. They must have fed him steroids or zapped him with radiation. But I digress, we are here to pay homage to a simulation that is literally worth its weight in postage stamps. As an aside, I have been weightlifting for 47 years and I was surprised at the heft of the box. 








 So, now let us list what comes with this behemoth (take my advice and sit down and get a cup of coffee, we will be here for awhile). This is the list from the Colonel's Edition:

Game Rules Book (notice I did not write booklet) - 174 pages
Soviet Order of Battle - 84 pages
Axis Order of Battle - 107 pages
Axis Minor Nations Order of Battle - 40 pages
Western Allied Order of Battle - 49 pages
At Starts (for the numerous scenarios) - 125 pages
Maps - 20 From the top of Norway to Iran, and from Budapest to the Aral Sea
Game Charts  - 18 separate pages, with 17 of them double-sided
Replacement Schedule booklet  - 8 pages
Terrain/Unit Identification Charts  - 4 pages
These are the scenarios:

A. Learning Scenarios:
  1. Target Berlin
  2. Stuka
  3. Panzers Los!
  4. The Battle of the Barents Sea
 B. Crimea Scenarios (Discovery Group)
  A. Scenario One (D): The 'Neck' Taken
  B. Scenario Two (D): The Crimea Invaded
  C. Scenario Three (D): The First Assault on Sevastopol
  D. Scenario Four (D): The Soviet Amphibious Attack
  E. Scenario Five (D): Trappenjägd
  F: Scenario Six (D): The Final Assault on Sevastopol
 C. From the Danube to the Don
 D. The Crimean Campaign
 E. Kalinin - The Northern Gateway to Moscow
 F. Operation Mars
 G. Operation Uranus
 H. November 11 1942
 I. Northern Finland 1941-1942
 J. Fall Blau: The 1942 Campaign
 K. Rommel Goes East
 L. Hitler Goes East
 M. Barbarossa Extreme
 N. The Beginning of the End
 O. Enemies of the Blood Royal
 Scenarios L,M,N, and O require other games and their assets from the TSWW series.




 Looking at the list, you can play scenarios from only one map up to the full twenty. This is excellent for people with limited space now that are going to have a larger area to play on in the future.

 All of the books, Game rules etc. come in black and white, and four of them are hard bound. The maps are a sight to behold. They are designed to be totally functional and good looking without any added garishness or unnecessary clutter. They are not just paper, but 'single side matt laminate'. Per TKC, that means you can spill coffee on it and not ruin them. The counters are also well done, and are a 1/2" in size. The land units are very easy to read, and the ship and aircraft ones come with a side-view depiction of the type.

 This is a rundown of a very few of the rules you will be dealing with in a full campaign game:

 Geography and Climate
 Facilities (Fortifications, Air Bases etc.)
 Ground Unit Movement
 Air Unit Movement
 Naval Movement
 Air to Air Combat
 Antiaircraft Combat
 Logistics
 Administration
 Political & Economic Rules

 As you can see, everything including the kitchen sink and the installation instructions for said sink are included with this edition.




 While we are discussing the game's editions here is a rundown of the different ones that you can buy from The Knowledge Company:

Download (Print & Play) - £120
Quartermaster (Print & Play DVD) - £130
Lieutenant (Maps and Counters with all rules etc. on a DVD) - £380
Colonel (Everything except the General's Edition add-ons) - £435
General  (includes the Arctic Front and Generic Counter Set) - £520

 If you are handy and have the time, the print & play versions are a perfect fit for you. If you are a wargamer like me who is both time and artistically challenged, let The Knowledge Company do the work.




 Is it an expensive game, in a one word answer: yes. Is this simulation for you? Please see the next paragraph. The simulation is of unbelievable value for not only the grognard, but also to anyone who is interested in the history of the first two years of the Eastern Front in WWII. The amount of information and erudition that has gone into the simulation is as imposing as a mountain. The amount of enjoyment and time that you are buying with this simulation is almost limitless. For the simulation collector, I have no doubt that this will be worth its weight in gold once it is no longer in print. 







 We now have to go into a very personal decision about the simulation Barbarossa. The question that is always asked about monsters is "are they worth it?". That is a totally unanswerable question for any but the wargamer in his own mind. Do you have the space or time are much more pertinent questions. We have no idea about your personal finances or tastes. We can however tell you that you will need both time and space to enjoy Barbarossa to its full potential. Some of these scenarios are not ones  that you are going to be thinking about taking down and setting back up. If you are lucky enough (the writer falls to his knees and pleads to God) to have rooms that are empty because your children have moved out, or from some luck of inheritance etc. then of course it is worth it. We are Grognards, not mice or lemmings! This is a sign of worthiness in our hobby. Say with pride that you have enough empty space to set up Barbarossa for as long as you want with no repercussions. This is like similar badges of courage in our hobby, much like "I played Campaign for North Africa for a year", or " I got into an internet screaming match with Richard Berg". Every hobby has its marks of honor. When model making, who hasn't glued their fingers together, or pulled numerous muscles playing some sport you were good at forty years ago! Monster wargames cost a lot, but they in turn give a lot back to the player. So you may hear "Is this game too expensive" from a man who just bought a 70K Camaro or what have you, because he can no longer cover the bald spot with a comb over. Ever since H.G. Wells crawled about on his dining room floor, or the German General Staff devoted entire rooms to Kriegspiel we have been in love with monster wargames. It is certainly not a new phase.

 Thank you so much to the Knowledge Company for letting me review this masterwork on the Eastern Front. I will be following up this unboxing with a review of gameplay in the near future. Please take a look at the other simulations The Knowledge Company has to offer, at all price ranges. I especially like the look of their 'Merkur' about the Battle of Crete.

  The Knowledge Company also gives some fantastic vassal modules free of charge (thank you Tom Wenck) with all of their games except; Merkur, or Battleaxe. For those who want to play online or have space issues this is an extra bonus.

The Knowledge Company:

Barbarossa:

Robert

hpssims.com