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 Indian Ocean Region South China Sea: Volume II by Compass Games  Compass Games has succeeded once again in putting me on the horns of a dil...

Indian Ocean Region, South China Sea: Volume II by Compass Games Indian Ocean Region, South China Sea: Volume II by Compass Games

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



 Indian Ocean Region

South China Sea: Volume II


by


Compass Games





 Compass Games has succeeded once again in putting me on the horns of a dilemma. This is a wargame about possible warfare breaking out in approximately 2025. I am not the keenest grognard on hypothetical conflicts. I also like my sea battles resolved by large caliber guns, and not Tomahawk missiles. So, please bear with me through this review.


 As was mentioned, the different hypothetical conflicts take place in 2025 in the region from the coast of Africa near Saudi Arabia to the Western coast of Thailand, and some of the island of Sumatra. This would include some hotspots such as the Persian Gulf and the Gulf of Aden, etc. This means that some of the fighting is bound to be about the sea lanes that Middle East oil can take from those areas to the Indian Ocean. This is part of the blurb from Compass games that can describe the area and the tensions throughout the region:


"Although advertised as purely commercial ventures, China’s “String of Pearls” (a series of key ports) across the Indian Ocean Region (IOR) gives her the option to assert sea control of that theater, and for good reason.  About 80% of the PRC’s oil transits the IOR before bottlenecking at the Strait of Malacca and then going on to terminate at ports in the PRC.  Even a Gwadar-Kashgar oil pipeline, designed to bypass the full-length IOR route, would still require some initial sea transport, followed by a vulnerable off load, and couldn’t carry the full load anyway.


Therefore, in a modern interpretation of Mahan’s observations, China has used “legislative methods…monopoly…(and) prohibitory regulations” all via diplomacy to secure its oil-toting sea lanes throughout the IOR.  Patient cultivation of relations with Pakistan over decades has delivered access to the updated, modern port at Gwadar, Pakistan.  Buoyed by Chinese land leases and development projects, Maldivian President Yameen has drifted closer to China while his opposition looks to India.  In Sri Lanka, China may have used “debt trap diplomacy” by forgiving debt to obtain certain rights to the port at Hambantota for 99-years.  How ironic, after regaining Hong Kong, China is now using tactics reminiscent of Imperial British mercantilists to gain Ceylon!  The confidential nature of certain aspects of these deals along with the close association of many Chinese firms to their military and government opens up the possibility of “dual use” facilities that might quickly transition from commercial to military applications."


 This is the pertinent information about the game:

• Complexity: 7 out of 10

• Solitaire Suitability: 6 out of 10

• Time Scale: 1 turn = between 3 and 7 hours

• Map Scale: 1 hex = 45 nautical miles

• Unit Scale: aircraft squadrons, pairs of ships/subs, land battalions

• Players: Best with 2 players but can be played with up to 3 players, or solitaire

• Playing Time: 2-4 hours depending on scenario


Game Components:

• Three 22x 28” map sheets

• Three Countersheets totaling 390 3/4″ counters

• Deck of 39 political cards

• Two player aid cards

• Rule/scenario book

• Two Dice

• Box and Lid


Game Credits:

• Designer: John Gorkowski

• Artist: Christopher Moeller




 This is Volume II of the South China Sea games. Here is a list of the Nations involved:

Asymmetric: Iran

                   Pakistan

                   Qatar

                   Somalia

                   Yemen

China: Peoples Republic of China (PRC)

            The String of Pearls

Indo-Am: Bahrain

                 India

                 United States

                 Diego Garcia

                 Australia and Britain

Symmetric Bay States: Bangladesh

         (Bay of Bengal)   Myanmar

                                      Sri-Lanka

Symmetric Gulf States: Djibouti

                                       Oman

                                       United Arab Emirates


 Asymmetric States include Nations that rely heavily on unconventional strategies and tactics. Symmetric Bay States are interested in Chinese investments, but are leery of giving them too much political power over them (per the designer). Symmetric Gulf States have a long history of trading with the Western nations.


 So, as you can see there is a ton of different conflicts that could arise between all of the different powers that are represented in the game. Political tensions are rampant in the area on both the land and sea.




  The game box is not that heavy, but it does come with a good amount material in it. The three maps, as they should be by the game's name, are mostly water hexes, with some of the various land masses around the Indian Ocean. The Maps are well done, even though most of them are blue hexes. The land war is really supposed to take a backseat to the naval and air fighting anyway. The counters on the map are huge. This is to accommodate the equally large counters at 3/4". I want to say one thing about these counters right off the bat. Once the plastic that held them in place was cut, the counters all jumped off the sprues. There was no problem with the cutting of them. The counters all come with a small picture of the designated weapon, and also very large numbers for movement, stealth, and defense, etc. They also are color coded for Transport, Littoral, and Deep Sea. There is a large number of different types which is necessary because of the different nations and tons of different weapons. The Rulebook is in full color, and large type. The game rules are only twenty-one pages long. This is followed by six pages of Play Examples, and then comes the seven scenarios that come with the game. The game also comes with two hard laminated Player Aids sheets. The production value of the components are what I have come to expect from Compass Games.


 Play is what you would expect from a game with weapons and munitions from 2025. The game adds extra depth by having some of the scenarios start with a 'Political Turn'. The political rules remind one of other cut throat games involving different nations trying to use political muscle to get what they want. The Political Turns are a combination of card play and negotiations. The Negotiation rules allow for up to a ten minute huddle for the different players to discuss their plans. There are never more than six Political Turns in a scenario, and sometimes there are less. Every time that the the Victory Track moves more than two or more spaces, the Peoples Republic of China must make an Armed Conflict die-roll. The die-roll is on a 1d6, and if it is a four or more then Armed Conflict erupts. The political aspect of the game is short but sweet, and does not really bog down play before the shooting starts.





 When the munitions start to fly is when most of us grognards really take notice in games, and this one is no exception. The lethality of modern munitions is quickly shown to the player who puts his forces in harm's way. The Air/Sea Engagement Sequence is this:


Anti-Air Strikes

Torpedo Strikes by Submarines

Anti-Ship Strikes

Anti-Submarine Strikes

Gun Strikes

Torpedo Strikes by Surface Units

Anti-Ground Strikes

This is then followed by the Ground Combat Phase.

 The Military Turn Sequence of Play is:

Air Movement Phase - Default Order

Sea Movement Phase - Default Order

LACM (Land Attack Cruise Missile) Strikes Phase - Default Order

Air and Sea Combat Phase - Default Order by Engagement

Ground Movement Phase - Default Order

Administration Phase - Simultaneous

Military Negotiations Phase  - Simultaneous




 Once again Compass Games has dangled a carrot, or a truffle (the chocolate kind) before my eyes, and once again I jumped in where Angels fear to tread. As usual, some people have mixed views about the game system. I think they are missing the point of the game system. With twenty-one pages of rules this was not supposed to be a deep simulation of modern air/sea warfare. While the political side of the game adds a lot to the complete picture, once missiles start flying it is not a game that is hard to learn. I think the operative word is 'game' when trying to describe this game. Luckily we have no real idea of the deadliness of today's sea weapons (two first world navies having at it), and the survivability of those platforms. If a person is looking for a deep simulation that will have you looking at dozens of charts to check how deep one missile has penetrated through a given destroyers hull, please look elsewhere. If, on the other hand, you are looking to play some quick scenarios of a game about modern warfare please take a look at this game. I enjoy the game for what it is, and do not judge it by what it really was not supposed to be. The game has also been manufactured in the good ole USA.




 Thank you again Compass Games for letting me review one of your products. As a shout out to them, do not forget that they are having a gaming expo these five days 11/11-15 2021 at the Comfort Inn and Suites in Meriden Ct. I will hopefully be attending, possibly sans credit cards; this is still to be determined. I will be the one with the parrot and a wooden leg. They are also having a sale on their products right now until 1/25/22. I was lucky enough to pick up a copy of Kharkov Battles which looks to be very good. 

Robert 

Indian Ocean Region, South China Sea: Volume II:

Indian Ocean Region – Compass Games

Compass Games:

Compass Games – New Directions In Gaming






  Nanjing 1937: Battle for a Doomed City by Peter Harmsen  This is a different book than you usually read about the fall of Nanjing/Nanking....

Nanjing 1937: Battle for a Doomed City by Peter Harmsen Nanjing 1937: Battle for a Doomed City by Peter Harmsen

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





 Nanjing 1937: Battle for a Doomed City


by


Peter Harmsen





 This is a different book than you usually read about the fall of Nanjing/Nanking. This is really a military history of the fall of the city. I will amend that, it is actually a military history from the loss of Shanghai to the fall of Nanjing. Most books about the campaign really just gloss over the military aspects and are just about the horrific Japanese treatment of the citizens and soldiers left in Nanjing (The Rape of Nanjing). In actuality, you could probably write a book about the horrible crimes inflicted on the Chinese for every single day of Japanese occupation of parts of China.


 The Nationalist Chinese headed by Chiang Kai-Shek had tried to stop the Japanese invasion of Southern China at Shanghai. In doing so they had stopped the Japanese for a few months, in what is generally called the Stalingrad of the East. Unfortunately, the Nationalists had only a few divisions that were well trained and the equal of the Japanese troops. Oddly enough they had been trained by German officers. Those elite divisions were destroyed in the Battle for Shanghai. The author informs the reader of this background leading to the Battle for Nanjing. 


 The book goes from top echelon discussions of strategy and the war in general to stories about single soldiers on both sides of the war without missing a beat. You are shown how most Japanese strangely felt anger to the Chinese for not letting them take over their country. The book also shows the German (this again is odd considering their subsequent alliance with Japan), attempt at peace negotiations between the two powers. 


 The discussions between the highest Nationalists leaders about trying to fight for Nanjing, or just surrender the city, are shown to the reader. You get to see how the Japanese believed that once they captured Nanjing, the Chinese Capital, that the Nationalists would sue for peace. 


 Kudos to the author in being able to show us the top down view of the battles and still be able to tell the story of the individuals involved. The book does go into the hell of the the Rape of Nanjing, but it is not the book's focus. Inside you will find a good many maps that are very nicely drawn to help you to understand the campaign. There are also two different groups of photos showing the people and events in the book. Thank you Casemate Publishers for allowing me to review another excellent book from their stable. Please also take a look at the author's 'Shanghai 1937: Stalingrad on the Yangtze'.


Robert

Book: Nanjing 1937: Battle for a Doomed City

Author: Peter Harmsen

Publisher: Casemate Publishers








Saladin and the Fall of Jerusalem by Stanley Lane-Poole   This book was originally published in 1898. The Introduction is done by Dr. David ...

Saladin and the Fall of Jerusalem by Stanley Lane-Poole Saladin and the Fall of Jerusalem by Stanley Lane-Poole

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







Saladin and the Fall of Jerusalem


by


Stanley Lane-Poole





  This book was originally published in 1898. The Introduction is done by Dr. David Nicolle, who also did some minor alterations on the book for this release. The book is about Al-Nasir Salah al-Din Yusuf ibn Ayyub. This is normally shortened to just Saladin. He represents a strange character in the history of the Crusades. For not only did the Arab world sing his praises, but the Crusaders also looked upon him as a just and gallant enemy. Most people do not know much about the Crusades, but if they have read or heard about them there are only two names they really know. These would be Saladin and Richard the Lionheart, unless they remember the character Balien from the movie 'Kingdom of Heaven' (he was an actual historical figure).  


 According to the author, Saladin was born in either 1137, or 1138. He also says that he was of Kurdish descent. Saladin was born into the turmoil of the Middle East after the First Crusade had won Jerusalem and lands in which we now know as Lebanon, Israel, and Syria. He spent some of his youth in Damascus.


 During this time in the Middle East, things were not so black and white as we have been lead to believe. There was animosity between the Franks (collectively what the Moslems called the Crusaders), and the indigenous population. However, there was also friendship and trade etc. going on between the two sides. The author recounts a story that Saladin was actually knighted by a Crusader when he was a young man.


 Saladin accompanied his uncle from Damascus to help in the conquest of Egypt from the Fatimids. His sovereign at this time was Nur-ed-din the ruler of most of Syria. The conquest of Egypt was the death knell of the Crusader States. Up until that time the Crusaders were able to play the different Moslem factions against one another.

 

 Through luck and force of character, Saladin eventually became ruler of all of the Moslem States surrounding the Crusader States. He tasked himself with the reconquest of Jerusalem and all of the the lands under the Franks. His campaign against the Crusaders ends with their terrible defeat at the Horns of Hattin. Saladin is then able to conquer Jerusalem and everything but a few cities and lands adjacent to the coast of the Mediterranean. The Third Crusade is then undertaken by the Europeans to take back Jerusalem. This then leads to the great showdown between Saladin and Richard coeur de lion.


 This book is about 120 years old. This history was written in a style that was heavily in vogue at the time. I have always liked the Harold Lamb style of  'telling the tale' of history type of book, as long as the facts are still the most important part of the book. This book is a wonderful and enjoyable read that holds to the facts, and yet still weaves a good tale for the reader. Thank you Casemate Publishers for letting me review this re-release of a classic.


Robert


Book: Saladin and the Fall of Jerusalem


Author: Stanley Lane-Poole


Publisher: Fonthill Media


Distributor: Casemate Publishers


 Chancellorsville 1863 by Worthington Publishing  Chancellorsville is often considered Lee's masterpiece battle. He was outnumbered 2 to...

Chancellorsville 1863 by Worthington Publishing Chancellorsville 1863 by Worthington Publishing

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




 Chancellorsville 1863


by


Worthington Publishing






 Chancellorsville is often considered Lee's masterpiece battle. He was outnumbered 2 to 1 by The Army of The Potomac, led by Joseph Hooker. Hooker also was one of the few generals to put one over on Lee. Hooker's plan for the campaign was was a very good one, and more surprisingly it worked without a hitch. Then something happened to Hooker, not to the Army he led, only to him. He had managed to flank Lee's Army, and had 3/4's of The Army of The Potomac across the Rappahannock River ready to crush The Army of Northern Virginia between a rock and a hard place. Hooker had his Army positioned in the area that would later become famous as 'The Wilderness'. Lee's only chance to survive was to stop Hooker from leaving the area and entering the more cultivated land where the Army of The Potomac's numerical superiority would overwhelm him. For some strange reason that Hooker himself never really understood, he just stopped where he was and awaited Lee's riposte. One of Hooker's explanations was that 'he just lost faith in Joe Hooker'. Lee really only had 2/3's of The Army of Northern Virginia with him. Longstreet was out west with the other 1/3. However, Lee lost no time in trying to find a way to attack Hooker. Lee's boldness knew no bounds. Lee sent Thomas Jackson (Yes, Stonewall to most) around the open left flank of Hooker's Army. This left almost nothing in front of Hooker, had he decided to actually move forward. Whether it was Jackson's or Lee's plan we will probably never know. However, Lee was the commanding general so the blame or kudos rightly belong to him. Chancellorsville is a battle of so many what ifs. Had Hooker decided to move, had Jackson not been wounded by his own men, etc. The end of the story is that the Union suffered a defeat and the Army of The Potomac was pushed back across the river. We do know that Lee was not happy about all of his victories. He knew that he had to destroy the Army of The Potomac and not just send it packing to try once again in a few months. Porter Alexander always believed that the South's only chance of victory was during the Seven Days Battles, and that after that they had really no chance. So, let us see what is in the box:


Large mounted game board

Union formation activation cards

Confederate formation activation cards

Union bot activation cards (for solitaire play)

Confederate bot activation cards (for solitaire play)

Tactic cards

Confederate and Union reinforcement cards

2 x player screens for hidden movement (with player aid)

Cohesion cubes

Momentum cubes

Redoubt markers

5 x Dice

2 x Rules 




 The game has the same designer as Worthington Publishing's Freeman Farm. There are many similarities between the two, and many differences. I will have a link to that game's review below. This is what Worthington has to say about the game:


"Designed by Maurice Suckling.  Chancellorville 1863 uses many of the concepts from Freeman's Farm 1777.  What stays basically the same:


1.  Combat

2.  How formations are activated and the receiving of momentum cubes by the play of formation cards

3.  The use of leaders like Gates, Arnold, and Burgoyne --- now Lee, Jackson, and Hooker

4.  The use of tactics cards

What's Unique:

1.  Hidden movement -- the game uses minimaps that allow for some hidden movement and variable setup of some formations.

2.  More movement -- formations frequently move on the board and combat occurs when two formations of opposing sides end in the same location.

3.  Reinforcement by transfer of cohesion points between formations

4.  A card driven solitaire engine

5.  Formation cards allow for multiple formations to activate with major and minor activations.  Major allow two moves while minor allow one move.

6.  Prepared positions --- spend your activations to build redoubts.

Gamers who own Freeman's Farm and are familiar with it's concepts will be up and playing in 15 minutes.  And with quick setup and game play, gamers will be able to play multiple games in an evening."




 The Map has nice period detail in places, but its look is not something we are used to seeing (unless, you already have played Freeman's Farm). There are no hexes. The movement of the wooden pieces on it is decided by the player's actions, and by arrows that show where the piece can legally be moved. It is sort of reminiscent of point-to-point maps, but still different from them. All of the record keeping for the different forces involved are right on the map. The wooden blocks are well done and uniform in their shapes with no pieces of wood hanging off them etc. Each deck of cards is done differently, and there are six different decks. The cards are not flimsy at all. The Rulebooks (one for each player) are in large print and full color. They are twenty pages long. The rules for the game are only fifteen pages long. This is followed by some examples of play, and then a Historical Summary, and Designer Notes. There are also two screens for hidden movement in a two player game. The screens have some Player Aids on the player side and a some nice period pictures on their other side. The game as a whole is meant to be more functional than artistic. However, this does not deter the game from being eye pleasing. As a whole, it is a wonderfully produced game. It fits well into the rest of Worthington Games stable of games.




 The game is one of very few that actually has a bot designed to play both sides. Playing solo has never been a problem for me with almost any game, but to have it all in place for playing either side is a very nice touch. It also speaks to the designer's skill in designing the bots. 

 The battle does not lend itself to be developed into a game. The disparity of forces between the North and South is roughly 2:1. So, there has to be some way of adding the tentative nature of Joseph Hooker once his plan worked and he ended up on Lee's flank. Otherwise, each game would just be to see how long Lee could hold out against the onslaught. In almost every game I have played where there is such a difference in size between both sides, victory is almost always how long can you last compared to history. It is hard to imagine, but you have to remember Lee won this battle, and tried hard to annihilate as many Union troops as possible and not just push them back. Although how he would deal with a group of captured soldiers almost half the size of his army is anyone's guess.


 


 

  This is the Sequence of Play:


"Each player’s turn has the same phases:

1. Play Activation card from one of the three in your

hand and gain Momentum cubes for the card played.

2. Determine whether you are playing the major, minor,

or one of the free actions of transfer reinforcements

or build redoubt.

3. Pay Activation cost by reducing cohesion for the

activated formation.

4. If, as a result of movement, combat occurs, perform

combat.

5. After all actions have been performed, optionally

purchase one Tactics card, and refresh the tableau

with a new card.

6. Draw a new Activation card."


These are the game's Objective Locations:


"There are 3 objective locations on the game board:

Fredericksburg (location 13), Salem Church (location

22), and Chancellorsville Junction (location 18). They are

assumed to be Confederate controlled unless there is a

Union control marker in them. A Union formation does

not have to remain on the objective for the objective to

remain Union controlled. Once controlled, at the end of a

Union turn, a Union formation may move away from the

objective. However, if a Confederate formation occupies

a formation at the end of a Confederate turn, the Union

control marker is removed and control reverts back to the

Confederates."




 These are the Victory Conditions:


"The Union player must capture 2 out of the 3 objectives

on the board by the end of the game. An objective is

captured if a Union formation was the last to occupy it,

the formation does not have to remain in the location

(mark with a blue cube to show Union control).

If the Union player breaks 3 or more Confederate

formations they immediately win the game.

The Confederate player wins if the Union player does not win.

The Confederate player also wins the game immediately

if they break 3 or more Union formations."


 The final verdict is that the designer was able to take what should be a one-sided battle (in two-player, or even against a bot), and make it enjoyable to play. Not only that, he was able to design it so that every game you play is different. The cards and other actions make sure that no two games are alike. This means that players cannot come up with unbeatable strategies that always work, and force you to just put the game back on your shelf as a part of your collection. Even for grognards these are 'games' that are meant to be played and not gather dust. The ease of the game's setup means that two-players can get up and and playing within minutes. The games are also meant for relatively fast play, so that each player can have a crack at either side a few times on game night.

 Thank you Worthington Publishing for letting me review this fine game. below I will have some other reviews of Worthington Publishing games I have also reviewed. 


Robert 

Worthington Publishing:

Worthington (worthingtonpublishing.com)

Chancellorsville 1863:

Chancellorsville 1863 — Worthington (worthingtonpublishing.com)

Antietam:

Antietam September 17, 1862 by Worthington Publishing - A Wargamers Needful Things

Grant's Gamble:

Grant's Gamble a game by Worthington Games - A Wargamers Needful Things



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