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In An Army at Dawn, Rick Atkinson offers a comprehensive telling of the 1942 invasion of North Africa by American and Allied forces.  Th...

Book of the Week: An Army at Dawn by Rick Atkinson Book of the Week: An Army at Dawn by Rick Atkinson

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



In An Army at Dawn, Rick Atkinson offers a comprehensive telling of the 1942 invasion of North Africa by American and Allied forces.  The reader bears witness to every phase of what happened, from the very top decision makers, down through the ranks of officers, and finally to the tip of the spear. Even though you know the end of the story, Atkinson is able to put you in the moment, wondering, alongside the men in command, whether their forces will be able to get the job done.

The book covers a fascinating moment in the history of WW2: The before, during, and after of the first major clash between American and German ground forces. We all know history of what happened later on, the Allies rolled over Europe and into Germany, but what happened before all of that? This book covers a time when the American army was untested and hardly respected. Coming off of years spent with almost no military at all, they were now entering the single most violent and massive conflict in human history. It was little wonder that enemies and allies alike had doubts.

Atkinson has crafted my favorite kind of military history here. We see things from every perspective imaginable in the conflict. The stories of numerous individual soldiers are told in gripping detail, while their officers struggle with the burdens of command, and Eisenhower, overlooking it all, is forced to spend most of his time playing politics. At every level, Atkinson is both informative, and a good story teller.  Although the book mostly focuses on the American army, a decent number of pages are devoted to their allies and enemies, so you get a very complete picture of things. 

This book actually pushed me over the edge into buying the wonderful game Command Ops, as I finished reading it with a strong desire to capture the feeling of commanding a large ground force in battle, giving orders and then watching them filter down the chain of command.

An Army at Dawn is the first in a trilogy which goes on to cover the war in Italy and Western Europe in the same style. While I have not read the other two books yet, they are high on my list. If you are at all interested in the topic, this book will have you turning pages deep into the night.

- Joe Beard




The Seven Years War by Oliver Keppelmueller  Once again we find ourselves trudging through the snowy landscape with ...

Seven Years War by Seven Years War by

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



by


Oliver Keppelmueller





 Once again we find ourselves trudging through the snowy landscape with Prussian grenadiers. Old Fritz is in front, in his old clothes, with a few days of meals spattered on them.

 This game is absolutely amazing in that is a one man labor of love. The fact that one person coded this whole game is almost unbelievable, and he should be given kudos just for this. The game tries to do one better on a 'Total War' game by being historically accurate. Most games this ambitious have a multitude of programmers working on them, whilst little old Keppelmueller toils on alone. Let us see if the game is a stupendous victory or a stunning defeat.

 Just like the aforementioned series, this is a strategic and a tactical game. I was going to say wargame, but it is much more than that. It has wargame elements for sure, but it also has country building. It is almost as if the 'Europa Universalis' series and a 'Total War' game had an offspring. The games is much more to the simulation side than just a game of the Seven Years war. 

 The game was released in late 2015and has been continually updated since then. There have also been two DLCs released for it: a 'Battle Pack' which we will look at momentarily, and 'The Pomeranian War'. The author had some help and the Pomeranian war was actually done by llja Varha. In reality, the Pomeranian War did not include much actual fighting. It was Sweden's attempt to win back some of its Baltic possessions on the cheap, while Frederick was fighting for Prussia's existence. The PW DLC adds the chance to play the campaign as Sweden and possibly try and win back your Baltic empire. The PW also adds the following:


- new playable nation: Sweden
- 5 new campaign scenarios for Sweden, where you may attempt to lead the nation from 1750 all the way through the war, or go for historical goals in the two major operations of the war. Or maybe even restore the empire of the era of great power, ”stormaktstiden”, lost in the Great Northern War...
- two new national policies: Naval invasion preparations and mercantilism
- new nation specific historic events and march music for Sweden
- revised and expanded roster of Swedish military units
- bonus scenario for the French, with historical strategic goal of invading Britain in 1759


 The following pics are form the start of the battle of Kolin from the Austrian side.


 The battles are in 2 or 3D. You can zoom in and out with the mouse scroll. The troops in 3D do not equal an AAA release, but again this was one man's game. The actual battlefields and especially the topography is very good. The AI in the battles is good as far as going after the victory points. The only failing I have seen is that the AI uses it's troops non-historically. More than a few times the AI has charged uphill with cavalry at my Austrians who are steady in line and fresh. It appears that the AI uses its infantry and cavalry interchangeably. Charging into the fray with whichever is at hand. With the battle pack DLC you also received the ability to create your own battles. This in itself gives a big boost to the game and it's replay ability. Hopefully some modders will use this feature to create more battles and maybe some from different wars. I may still get to play a computer game as DeSaxe. The battle pack gives you these historical battles:



 The victor in battle is not just decided by casualties inflicted or taken, but also relies on victory points on the map. You either have to keep control of or capture them. You can see that North America is not only represented in the choice of battles, but also plays a large part in the campaign games, especially if you are playing England or France.

 Just as in other games like this, I tend to play the historical battles, and they are a game in themselves. I am not really a big fan of sandbox wars or battles, to me it usually leads to too many non-historical things happening. Of course to the sandbox aficionado, this is meat and potatoes. So the game has parts that will suit you, whatever your appetite.

 The full campaign game is more like a thesis for a doctorate in economics. The campaign game is so intricate that the game really does need a tutorial that holds your hand while getting the hang of it. There is documentation, and YouTube has a bunch of videos on it, but the average gamer might be put off trying to learn how to use the different nation building functions. It is a bit of a shame, because Mr. K has put a lot of work into it, and it is well worth the extra time to learn the campaign game's ins and outs. For those of us who are not into nation building we can just hand this off to our AI ministers, and continue with our wars. The campaign games are different for each nation and are as follows:









 In the 1750 campaign you are free to try and use any political or military strategy you can dream up before war breaks out. Prussia's need for Silesia and Austria's burning desire to have it returned will cause war to break out at sometime. Then when you add in the colonial policies of England and France you will see the world sitting on a tinderbox in the 1750s.

 The game as a whole is a diamond in the rough. It is uncanny that it is the work of one man, but it still could use some polish on the UI, for example. Mr. Keppelmuller has been continually working on his opus for a while now. I see no reason not to purchase the game with its DLC and be awed by its continued development. Of course, he is working on a sequel of the War of the Austrian Succession (hint, hint, nudge, nudge).


Robert


Game: Seven Years War
Developer: Oliver Keppelmueller





Just updated the WINGNUTS Sopwith Triplane build by Mike Norris over in the model making section. CLICK TO ARTICLE

Sopwith Triplane build updated! Sopwith Triplane build updated!

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

Just updated the WINGNUTS Sopwith Triplane build by Mike Norris over in the model making section.

http://www.awargamersneedfulthings.co.uk/2016/07/sandbaggers-wingnuts-build.html

CLICK TO ARTICLE

Expeditions Conquistador by Logic Artists  This game is the first in the 'Expeditions' games series by Logic Artists....

Expedition Conquistador Review Expedition Conquistador Review

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





 This game is the first in the 'Expeditions' games series by Logic Artists. As I play the game, I can hear Procol Harum in my head. In some ways, I feel like I am with Percy Fawcett and looking for the lost city of 'Z', or with a Pizzarro brother in search of El Dorado. Hopefully I won't go as mad as Aguirre in the jungle.



 You start the game with what appears to be be a choice, between Hispaniola or Mexico. Unfortunately Mexico has to be unlocked. You then choose a random name for your character and whether you will be male or female.



 You are then given eight points to add to your characters points in six different categories.



 You can then choose your followers from the following categories: Doctors, Hunters, Scholars, Scouts, and Soldiers. You have thirty-one, and you pick ten out of them. 

 When you arrive in Hispaniola your goods and followers are confiscated by the governor.





 You have to win his favor and also win a mock battle to win back some of your goods and followers.




 Once you have battled and won his favor, it is off to the jungle to explore.




  The mock battle and your side trips around the first town are made much simpler by a very helpful and inclusive tutorial and tips.



  The real crux of the game is in your companions. You must, like Indiana Jones, 'choose wisely'. Your whole game adventure is pretty much a balancing act. Each of your companions has his class (Soldier, Doctor, etc), but he also has individual traits: Racist, Proud, Aggressive, etc. Your followers will not just follow you blindly as in other RPGs. You must judge every action of your own against how each of your followers will react to it. Do you rashly charge into battle or approach it warily?







  Even setting up camp is an involved process. You once again have to balance the different camp duties against your followers traits.




 When it comes to battle it is on a hex grid, which is good. I am not really a fan of 'Battle boards' setup like a chess board, but I am getting used to them. I started gaming with hexes, and will probably end my gaming days that way. 




 Battles are hard; as a matter of fact, the whole game is. I do want to stress this, and the point is this is not a bad thing, but is very good. This game is not a time waster or a simple rock, paper, scissors game. You need to understand that this game really shines when you put enough into it. Along with this is there is really no correct answers or play in any situation. Most of the time it is similar to the Kobayashi Maru scenario. How do you lose, but not too badly?





 The graphics are well done. They are not ones that will put a super computer to shame, but are perfectly suited to the different game areas. The music is even better than the graphics.

 Sometimes before battles you can set traps. These are especially useful with tougher enemies.




 After this, I have staggered back yet again to replenish my supplies and choose who I will heal and who, well you get the picture.



 As others have mentioned, the game is trying to simulate an incredibly harsh environment.  For every Pizarro or Cortes there were ten failed expeditions that ended in starvation, disease, and the cannibals pot. Expeditions Conquistador manages to simulate the age and environment to a 'T'. It will hopefully be the first in a long line of 'Expeditions' games. The preview of 'Expeditions Vikings' was done a bit ago on the blog, and it is looking to raise the bar from 'Expeditions Conquistador'. 


Robert


Game: Expeditions Conquistador
Developer: Logic Artists 

THE GREAT WAR published by Hexwar Hopefully you caught Jason's trailer for this computer version of Richard Borg's Comm...

THE GREAT WAR THE GREAT WAR

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

THE GREAT WAR

published by Hexwar



Hopefully you caught Jason's trailer for this computer version of Richard Borg's Command & Colors The Great War, whose original board game I reviewed some months ago.  If you haven't  read that, I'd suggest a quick recap, as today I'm going to focus on how that translates to playing online. 

In the very simplest terms it is a direct translation from physical table top to computer screen.  Everything that you can do in the original you can do here.  When you first call up the game, it loads in seconds and there you are, as you can see above, with the exact same picture as the box art.  Should you not have the board game, the help button will bring up the rules booklet.  

Unfortunately, the print is so microscopic that you'll struggle to read it and, if you can manage to read it, you'll find that it is simply a condensed version of the board game's rule book, but with none of the many large colourful examples of play.   Though the rules are small print, there is a detailed and very clear set of large pictures of all the cards in the game.

What is missing is that there is absolutely nothing about the computer controls for playing the game online.  Admittedly, it is very easy to work out what you have to do, but a good knowledge of the C&C system certainly helps.

Click on Play followed by Start on the very first screen and a pop-up menu of Scenarios appears.  Select your Scenario, read the intro [purely informative], a further click of Play and you're good to go. 




The screen view is very clear and easy to scroll around, though you cannot obtain a complete view of the whole battlefield.  This is something I expect with most hex-based online war games, because their maps are often many hexes wide and deep, but with The Great War the dimensions are very limited.  So, I'd hoped for a more all-embracing view.



Apologies for the blurring, but here is a typical close up of a section of the battlefield.  Notice the appropriately cratered effect after several artillery barrages, the barbed wire and the Front line German trench.  The blue chevrons above the units signify basic infantry, while a clip of three bullets indicates a machine gun unit, as can be seen in the image below.






A neat feature is the orientation of the units.  So, the next picture shows a unit of British infantry that has advanced into the barbed wire, while next to them is a unit that has both taken casualties and just been forced to retreat.  This latter feature is purely cosmetic, as there is no modifier for orientation.  Still nice to see the distinction.






When it is your Turn to play, your hand of cards is displayed.  You can check each one before selecting and also review your Combat  cards as, where appropriate, one may be selected to be played in conjunction with your Command card.   This is one occasion where a brief run through of online instructions for play might have been useful.




Notice the slightly irregular line up, creating the effect of how you might arrange them when playing with the original physical components.   In close up below is one such card, identical in every way to the cards you would play with on the table. 


When you've selected the card you're going to play, the screen lights up those of your units that are valid for potential choice.  All you then have to do is click on each one that you want to activate and the hex that they are in will turn green.  I say "All that you have to do" but that is a little misleading.  It is at this point that the main flaw that I've come across in the game can crop up - selecting the unit.  Sometimes a single click may be enough, but sometimes I've had to click on a unit as many as ten times before the program agrees to select it. 

This doesn't just happen when you are selecting a unit for activation, it can happen for any and all of the occasions when you need to make a selection. Select a unit to move, select a hex for the unit to move to, select a unit to fire, select the hex to fire at - all these can bring up the attendant problem of repeated attempts being needed to be successful.  

I sincerely hope that this is a glitch that at some point a patch may be available to overcome, but it can be very wearing, because you do a vast amount of clicking in the course of a game!  On very rare occasions I have been totally unable to select a unit - when this has occurred, it seems to be a unit that is positioned on the edge of the board.

When a unit  is selected to move you will see all the hexes that it can move to and still fire coloured in white and those it can move to, but not then fire, coloured in green.  When you click on the destination hex, you'll see your little men run to it and, as with the board game, you move all your men first and then cycle through those who can still fire or engage in close combat. 

At this point, the game throws the requisite number of dice which tumble neatly across the board and many's the time you'll watch with trepidation as dice teeter backwards and forwards until settling onto one of their faces.  Will it be the necessary skull, if you are attacking in close combat or a more innocuous result?


When the dice have all come to rest, the results will be flashed on the bottom of your screen and if kills have been achieved a number of soldier figures will disappear from the targeted unit.


The use of Artillery is a particular visual favourite.  First, a very large targeting reticle appears above where the shells are going to fall and then gouts of earth appear and where appropriate the hex turns into that rich muddy brown with shell holes seen on earlier shots and, of course, if you have had a unit there soldiers disappear!

As in the original game, at the end of your turn, a new Command card will be revealed and added to your hand and then the next screen will present you with the choice of either two stars or an unknown Combat card.  For those who know the game, those stars are what fuel your ability to fire artillery and one or two other game functions.  Choose the Combat card and it will be turned from its generic side to reveal what you have drawn.

When the enemy A.I. takes its turn, you will see all the same things happening, except at an even quicker pace than you can manage. As always this is a strength of any computer version of a board game and with The Great War one of the other benefits is not having to set the board up and clear it away at the end of the game.

However, what has shown up for me after many repeated plays which hasn't happened with playing the board game is the similarity of each scenario and the repetitiveness of the experience.  I have no definitive explanation for this, other than that the effect of the simple variety of physical actions, [selecting a card to play, rolling dice, moving your plastic figures across a very attractive real board, holding the artillery template over the board, collecting tokens and, inevitably, the interaction with a ftf real human being] creates an experience greatly superior to doing little more than clicking on cards and clicking on units.

Nor does my preference for the physical board game result from  receiving the end of game screen message:


For me, The Great War fits an easy niche for when I want a swift, simple play of the board game and system that I really like, but have no ftf opponent.  But, if I want a thoroughly engaging computer experience of tactical warfare, then I would turn either to purely computer designs of WWII warfare or some of the excellent translations of WWII board games for the digital world.

However, notice that I've had to switch to WWII. So, it's worth adding that, for the moment, The Great War is the only game I have been able to find to provide a turn based tactical WWI experience of trench warfare online, the limited few other games that I have come across are all first person-shooters.












































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