In An Army at Dawn, Rick Atkinson offers a comprehensive telling of the 1942 invasion of North Africa by American and Allied forces. Th...
For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!
Book of the Week: An Army at Dawn by Rick Atkinson
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 ...

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Seven Years War by
- 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
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

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!
Sopwith Triplane build updated!
CLICK TO ARTICLE
Expeditions Conquistador by Logic Artists This game is the first in the 'Expeditions' games series by Logic Artists....

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Expedition Conquistador Review
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.
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...
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THE GREAT WAR
THE GREAT WAR
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.
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?
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:
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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