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The Battle of Tours by Turning Point Simulations  Turning Point Simulations have decided to use Edward Creasy...

The Battle of Tours by Turning Point Simulations The Battle of Tours by Turning Point Simulations

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



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 Turning Point Simulations have decided to use Edward Creasy's 'Fifteen Decisive Battles of the World' as a template to bring these different battles to wargamers. So they have developed a line of games called 'The Twenty decisive Battles of the World', adding some newer battles to the list. These game come in boxed or ziploc form. 

 The first game we will be looking at is the Battle of Tours. The battle took place in 732A.D. between the Franks and a Muslim army from Spain. This is the battle where Charles 'Martel' (the hammer) won his nickname and supposedly saved Western Christendom from the forces of Islam. Charles was the 'Mayor of the Palace' for the Merovingian King of the Franks. This victory, and others, allowed his son to become the King of the Franks and to start the Carolingian dynasty (Charles was Charlemagne's grandfather). 




 These games are smaller, roughly the size of a folio game. The map surprised me because it is actually hard backed and not just thick paper.  The art work on the map is also well done with the elevations etc. very clear. Unfortunately the rule book's pictures of the counters are much sharper and clearer than the actual counters. To me, the background is too dark or the lines of the actual units on the counters are too light. 

 The game rules are only nine pages long, and there is a further two pages of commentary. The back page of the rule book has all of the charts and tables needed for the game. It was designed by the long time and greatly acclaimed wargame designer Richard H. Berg.

 On the first turn, the Muslims move first; after that a die roll is used to determine who has the initiative. The die roll is added to the overall commanders' command range and the higher number wins the initiative.  



 The sequence of play is easy to follow, and is the following:

Determine Activation 
Move Leaders
Activated Units Move, and/or Fire
Activated Units Shock Attack
Inactive Units May try to reform

 The activation is of separate contingents on each side: Heavy Cavalry or Heavy Infantry etc. Each contingent must pass an activation die roll. One ten-sided die is used for the roll. The Muslims must roll a 0-4 and the Franks must roll a 0-5. Whatever contingent your leader is with gets to subtract -1 from the die roll.

 Leaders can actually die by fire or shock attack (this actually happened to the Muslim force). The Muslim Wagon Train unit cannot be attacked, but the die roll for the Muslim troops to try to reform is affected. The die roll has +1 added to it if the wagon train is within the movement allowance of a Frankish unit. It goes up to a +3 if a Frankish unit is adjacent to the wagon train. The wagon train was the Muslim booty from their traipse through Aquitaine.





 The following is a run through of a turn of the game. The ziploc version does not come with a ten-sided die, but the game has two different sets of 0-9 counters.

 The Muslims move first on turn one. The left contingent of the Muslim line has passed its activation roll and it is going to move and attack. The game represents eastern archer warfare well. The Muslim light cavalry/archer units can move fire and then move again. It costs one movement point to fire missiles. Both light cavalry fire and then withdraw. The Franks start in a shield wall so that gives a -2 to the roll, and the light cavalry are one hex away so that gives a +1 to the missile die roll. Both units fail to make a hit on the missile chart and move back from whence they came.





 The two Muslim heavy cavalry units will attack the end of the Frankish heavy infantry line. They get a +1 for having the Muslim leader present (Abd ar-Rahman) and a -1 for attacking heavy infantry. They get a 'disordered' result against the Frankish heavy infantry. The other Muslim heavy cavalry has to attack the other Frankish heavy infantry to its front. It gets an engaged result on the shock attack chart.







 Victory is determined by whichever side accumulates fifteen eliminated units first. There is a victory check at the end of each turn. The games play out much like a game about Hastings. The Frankish player has to know exactly when to break from his shield wall because of all of the defensive bonuses it gives. The Muslim player has to hope for good rolls for his light cavalry to cause disorder in the Frankish ranks that he can then take advantage of with his heavy cavalry.

 If you like the folio type wargames with simple rules and a small counter mix, then this game is perfect for you. I happen to like them, and this game, and I feel it does a great job of reproducing warfare in the eighth century in Western Europe. I believe these types of games have allowed wargaming companies to bring us a much larger amount of battles than would be available without this format. They are also good for the wargamer's wallet.


Robert

The Japanese Battleship Nagato by Dmitry Mironov   These books by Kagero on warships are subtitled "Super ...

The Japanese Battleship Nagato by Dmitry Mironov The Japanese Battleship Nagato by Dmitry Mironov

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



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 These books by Kagero on warships are subtitled "Super Drawings in 3D", and believe me they are exactly that.The book starts with a short biography of the ship, but the book's main contents are piece by piece computerized drawings of the entire ship from bow to stern. 

 The book also comes with a separate black and white scale drawing of the Nagato. The ship is seen in 1:350th scale, while the main turrets are done in 1:200 scale, and the small guns etc. are done in 1:50th scale. 

 The Nagato was laid down in 1917, and for a few years she and her sister-ship Mutsu were arguably the toughest battleships on the planet. The Nagato's original bow was a problem in heavy seas, and it needed to be completely redesigned.

 The ship was updated at several times during its career. She was actually the flagship of the Japanese first battleship squadron, at least until the Yamato came along. The Nagato was bombed several times during World War II, but she was one of the few remaining Japanese capital ships to survive the war.

 The drawings in the book show the Nagato as she looked in 1944. The only thing I would have liked to see added would be to have a few cross section cut-away drawings of the inside of the ship.

 For the modeller and hobbyist, this book and Kagero's numerous other naval books are a gold mine of information. 

Robert

Book: The Japanese Battleship Nagato
Author: Dmitry Mironov
Publisher: Kagero
Distributor: Casemate Publishers
 

After a reviewing a couple of heavier wargames, I decided to spend some time with something a bit, ahem, lighter weight. Light Appren...

Light Apprentice Light Apprentice

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



After a reviewing a couple of heavier wargames, I decided to spend some time with something a bit, ahem, lighter weight. Light Apprentice is a "comic book RPG" that has been available for tablets for a while and recently got a PC release. I thought this game was worth doing a quick review on because it tries out several neat ideas, though the final product left room for improvement.


"Comic Book RPG" perfectly describes the format of the game. The story is told through comic book style panels and dialogue bubbles that appear one after another. The game then seamlessly transitions into gameplay using the same comic book panels. Moving around and interacting with environments is done in the style of point-and-click adventure games. Click on a door and your characters will run through into the neighboring comic panel, which works really well. There are puzzles to solve, but they are mostly of the simple "find the missing gear and put it in this slot" variety. There are also a few secrets scattered around if you take the time to really inspect each scene. 


As with any comic book, the art style is important here. Light Apprentice succeeds in having a style all of its own, which can be beautiful at times. As someone who does enjoy reading comic books and graphic novels from time to time, I enjoyed this aspect of the game probably more than anything else.


As you explore the game world, you will often run into enemies that must be fought to progress through the area. These encounters are pretty basic turn-based combat endeavors. The key twist being that every action involves a simple quick time event that will determine how powerful your attack, healing spell, etc. is. These are very simple, as the game was originally designed for tablets. Each one is distinct and can feel somewhat rewarding when done perfectly. However, I wouldn't blame you for getting tired of them after a while.  Your characters begin with only a couple of options in combat, but over time gain quite a few different abilities. At the normal difficulty you will need to make use of your abilities efficiently or else you will have trouble with most encounters. You can't just spam basic attacks over and over and expect to have much success. In the campaign there is no opportunity to grind levels, which means some encounters were extremely frustrating until I discovered that it is possible to access a series of "quests" (basically just additional combat encounters) from the main menu. These let you fight various enemies and get more experience and loot. You will probably want to do these to make the main story line much easier to progress through. 


The story and dialogue is where the game lost me really. This feels and looks like a game for kids, which is fine, and something that I can take into consideration as I play. However, the way the game tries to convey it's message feels like I'm reading a political blog post written by a teenager. The game tackles the issue of environmentalism, which is something I praise it for since that is an important issue to me and uncommon in the gaming world. That said, the game is more than a little heavy handed in how it goes about this. After your character wakes up in a world of magic and monsters, you will be called upon to stop a greedy corporation from fracking for shale oil and polluting the local water supply. There's no metaphor here, that is literally the situation. For me, it's way too direct and breaks any sense of immersion in the world. Give me some kind of allegory that fits the setting, instead of shoehorning real world headlines into a fantasy universe.



Overall, Light Apprentice does a lot of interesting things. It has point-and-click adventure elements, a comic book style that is wonderfully adapted for gaming purposes, and a fresh theme. However, all of these elements are executed in a fashion which feels just a little too childish and simple for me personally. It's not a bad game by any means, but there probably is not nearly enough meat here for experienced RPG players. I hope to see the developer continue with this series and grow both as an artist and story teller. This game series is planned to have two more volumes, and I would be interested to see how those turn out.

Light Apprentice is available on Steam, and also on iOS and Android tablets.


- Joe Beard









Star Wars: Imperial Assault (SW:IA) probably needs no introduction here, but Fantasy Flight Games (FFG) have just released a compani...

Star Wars: Imperial Assault and Legends of the Alliance Star Wars: Imperial Assault and Legends of the Alliance

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



Star Wars: Imperial Assault (SW:IA) probably needs no introduction here, but Fantasy Flight Games (FFG) have just released a companion app that allows full cooperative rebel play against the app-driven Empire. This review will cover both the game and the brand new Legends of the Alliance app.

As with nearly all FFG games, this is dripping with theme. In fact, the theme makes this game stand out above all my other dungeon crawlers. If you enjoy the Star Wars universe then I feel pretty confident that you’ll enjoy this game. It really does feel like you’re playing as a small group of rebel operatives launching guerrilla raids on Empire outposts. The Story Starts just at the end of A New Hope with the remnants of the Death Star crashing down onto Yavin 4.
3rd Mission of the traditional campaign game.

SW:IA was released in 2014 and it is pretty much a re-skin of Descent 2nd Edition. If you know that game, this one will take you about 1 minute to grok the elegant line-of-sight rules and appreciate the subtle difference between the Overlord player (in Descent) and the Imperial player in this game. In my playgroup, it felt like there was a little less downtime between players.

The game can now be played in three different ways, the standard PvE-like (1 vs many) campaign game - which is where my jam is. The PvP skirmish game or now, thanks to the app, as a fully-cooperative (or solo campaign) game. In the UK the game has an RRP of £92.99 which hurts just a little bit. However, the app is free and it provides a completely different campaign for rebel players to play-through.
You get four rulebooks, count 'em four!
To get the best experience of this game I feel like you need to have a dedicated group of regular players that are also willing to spend the next dozen game sessions or so bashing through this campaign. My group weren’t willing to play this exclusively so we’re only about halfway through the main campaign and the side missions that are interspersed with the story missions. I have also played it in Skirmish Mode which is arguably the most popular mode and as of last week, I have played two missions in the app campaign.

The rules recommend that you also have someone familiar with the game to play as the Imperial player. There is hidden content revealed only to the Imperial player at the start of every campaign mission. As a rebel player, this is a great way to immerse yourself in an almost RPG-like experience. The hidden knowledge also provides a true sense of jeopardy and suspense, although that is tempered by the knowledge these missions have been thoroughly balanced to within an inch of their life to make them winnable by either side. I recommend that you have John Williams playing in the background to add atmosphere.

In my group, only 1 person had played this before, in fact, he owns the game and several expansions. I didn’t know this before picking Imperial Assault up as he is a new to my group, but he was perfect to give us a run for our money as the Imperial player. In our campaign, the rebels have won more than they’ve lost but if there was a consistent trend of one side winning then the game might become unwinnable for the losing side.

Your characters gain XP and access to new equipment and allies as they progress through the campaign. Unfortunately for those wanting to play as Luke or Han Solo they only appear as ‘allies’, appearing only to assist during particular missions. The Imperial player is not left without their own allies or ‘villains’, which may enter play as the rebels progress… There are a total of 12 ally and/or villain tokens in the base box. You can, of course, buy all the miniatures for these extra 12 characters but they’re not provided in the base box.
Some of the components... can you spot the AT-ST?

Worryingly, the base box does come with an AT-ST miniature which is one of the best core-game miniatures I’ve ever seen. It is solid plastic, or at least it feels solid, and it sits approximately 12 cm (or 4” ¾ for those used to old money). I say 'worryingly' because as a rebel player it’s not come out to play in our campaign yet and I feel like we’ll be woefully underpowered when it does. Maybe Chewbacca will come out to help us? Either way, as a player and Star Wars fan I’m excited about the experience and intrigued by the lure of expansions.

Of course, if you want to play with all the goodies straight away you can make up your own army in skirmish mode. Players (just two) will each take a side and build their army using a traditional point-based system. This is done in secret and before both of you know what the particular mission will be. The mission is decided after the players have finished army-building by drawing a card from the Skirmish Mission deck. This make’s an enjoyable and fair mission but for the wannabe-tactician in me, I would prefer to know what my mission is before building and outfitting my force. I’m absolutely fine not knowing the enemy disposition, but not knowing my mission before I select my forces does feel a bit strange.
Everything but the insert

The box and components are all glorious but I do have one niggle with the production. The stupid trench insert FFG insist on using in their big-box games. I didn’t mind it in SW: Rebellion (there were two trenches), I could fit everything back in ‘the trench’ in Mansions of Madness but in this, there is no way all of the terrain tiles, miniatures, tokens and card decks are going to fit back into the box. In the end, I just gave up and ditched the insert. I’m sure 80% of gamers will do the same. “Why bother FFG?” Please, either make the box smaller and ditch the insert, or the trench wider so that it can hold all the components that are in the box after it has been punched.

As you can see from the picture above, once you've ditched the waste-of-cardboard-insert, you have room for lots of expansions...
iOS Screenshot

I’ve only played two missions with the app, but that wasn’t without some teething issues. I should caveat this with I tried this in the very first week it was released so I fully expect the problems I experienced to be ironed out. I initially attempted to run it on stock Android, albeit quite an old version and it hung on the splash screen. The app does say that if this happens. you should restart your phone. After restarting I could never start a mission, so I switched to an iPad which had no problem with the app.

If you’ve played the Road to Legend app, (for Descent 2nd edition) you know what to expect here. Legends of the Alliance is a slick and highly-professional app that makes an already great game even better, by allowing for solo play and fully cooperative modes. This may not be of interest to you but in this free app, it adds a completely new dimension to the game. If you own IA and didn’t know about the app, do yourself a favour and try it out. I am loving it so far and can see myself completing the campaign in it before my group finishes our traditional campaign game.
Whoops!

Another benefit is that the app allows me to play a 2 player game with my son, who is just a bit young to fully control a group of rebels against his merciless father to enjoy it fully. With the app, we get to play together and in the Star Wars universe so it gets two thumbs up from him. Although there are far fewer faux-tortured breathy “... I am your Father!” quips. (He didn’t laugh the first time, I’m not expecting a laugh anytime soon, but I won't stop doing it).

Unlike the Descent app, I don't think the app changes the missions or encounters based on your collection yet. FFG has said that they will be implementing that soon as you expand your collection those additional figures and items will possibly turn up in the app-campaign. This is a great feature which provides a great reason to pick up the base game and some (affordable to you) expansions. However, I should mention and warn those of us who suffer from a completionist disorder that you’ll be spending the best part of £1200 to complete your Imperial Assault collection. Buyer game collector beware!
Shut up and take my money!

The game comes with the expected plethora of tokens and different card decks, when it is all out on the table it is a bit bewildering for new players but the basic rules take about 30 minutes to fully explain (if you've got an attentive group) and after half a dozen or so activations there will be very few rules that require look up.
So many card decks
FFG do an excellent job of writing their rules these days and SW: IA is no exception. The game comes with a basic rules book that consists of 5 pages of basic rules and 1 page of advanced rules. There is a separate Rules Reference Guide that contains every single rule in an a-z format. Each entry has a super useful ‘Related Topics...’ at the end which lead to other sections. I wish all publishers did this. You also get a short Skirmish guide and a much more extensive Campaign Guide rulebooks.
My own token storage solution

I love Star Wars and this game is a fantastic implementation of a great combat system in a universe I would like to visit. I’ve often wondered how good (and long) a grand-strategy and tactical game in the Star Wars universe could play out with all the different and individually excellent FFG Star Wars games we have today.

For example, you could play Star Wars: Rebellion as your over-arching strategy thread; Break out X-Wing the Miniatures Game or Star Wars Armada (I prefer X: TMG) to resolve the space battles; Then break out SW: IA to resolve any ground battles; While dressed in your finest Rebel fighter gear (of course).

If anyone is interested in a very long weekend of Star Wars gaming, full of theme music and tired jokes then let me know...maybe the day after watching the imminent Episode VIII - Star Wars: The Last Jedi.

You can pick up Star Wars Imperial Assault from nearly any Friendly Local Gaming Store and just in time for Christmas...

Amazing fact: FFG own 17 different Star Wars game titles, take that EA! (I have no idea how many current Star Wars games EA have released)

VentoNuovo Games Some of the Stalingrad Map  VentoNuovo games is an Italian game company that opened in ...

VentoNuovo Games VentoNuovo Games

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

VentoNuovo Games





Some of the Stalingrad Map









 VentoNuovo games is an Italian game company that opened in 2012, and by the ratings on BoadGameGeek their games are all highly recommended. The games come with high end components, according to all of the reviews I have read. The maps look both easy to read and well done as far as the art work. They have a Kickstarter campaign going on right now for their newest game 'Stalingrad: Inferno on the Volga'. The game is either a solitaire or two players as Germans against the Soviets. Naturally, a human can also play the Soviet side. If playing solitaire, they call the Soviet side an AI. The map for the game is supposed to be the most authentic Stalingrad map ever. It was taken right from the Luftwaffe's reconnaissance photos. Here is a link to their Kickstarter page:


This is a link to their web page:

hpssims.com