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Blocks in the East AAR    Follow Chris Buhl as he battles across Russia in Vento Nuovos well received  BLOCKS IN THE EAST BLOC...

Blocks in the East AAR by Chris Buhl Blocks in the East AAR by Chris Buhl

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

Blocks in the East AAR

 



Follow Chris Buhl as he battles across Russia in Vento Nuovos well received BLOCKS IN THE EAST

BLOCKS IN THE EAST is a game of World War II conflict simulation at the strategic level.
 
It recalls the most decisive battles fought on the Eastern Front from the beginning of the invasion in summer '41 until the dramatic end in Berlin in spring 1945.
 
Although based on historical events, players can modify the evolution of World War II on the Eastern Front.

The AAR consists of 17 parts. I shall publish them in three goes. Enjoy the read!
 
 

Military History books published by Pen and Sword will be reviewed here soon.   http://www.pen-and-sword.co.uk/

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

Military History books published by Pen and Sword will be reviewed here soon.

 http://www.pen-and-sword.co.uk/

Warbirds: Canvas Falcons is superb print and play, WWI tactical air warfare, game really deserves a full boxed version. The designer...

Warbirds: Canvas Falcons AAR's Warbirds: Canvas Falcons AAR's

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


Warbirds: Canvas Falcons is superb print and play, WWI tactical air warfare, game really deserves a full boxed version. The designer spent over ten years creating it, and it shows.  Please take a look at the AAR's to see what we mean.

He is currently working on the WWII module and is also looking for someone to develop a digital version, preferably on the PC, with AI and using the PC to enhance the game all around. There still is a definite gap in the market for a developer/publisher to focus on conversions and use the power of the PC to enhance them (not change them though). For instance, add squadron management and some RPG elements to this particular game.









Scenario 1 - First Attempt : France - 29th September 1914

Scenario 12 - End of the Fokker Scourge - France - 19th July 1914
  1. Turns 1 and 2
  2. Turns 3 and 4
  3. Turns 5 and 6
  4. Turns 7 and 8
  5. Turns 11 and 12
Jasta 37 - Flight Op - Mission 1 - 28th December 1917

Scenario 41 - Hohn's Rampage - France - 20th April 1918
  1. Part 2
  2. Part 3
  3. part 4



THOMAS GUNN MINIATURE REVIEWS SOON http://www.tomgunn.co.uk/  

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

THOMAS GUNN MINIATURE REVIEWS SOON

http://www.tomgunn.co.uk/ 

                             Waterloo Scourge of war review  Waterloo: the holy grail of Napoleonic wargames, at least to most. It does ...

Waterloo Scourge of War Review Waterloo Scourge of War Review

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

                             Waterloo Scourge of war review



 Waterloo: the holy grail of Napoleonic wargames, at least to most. It does have one thing in its favor - it was a " near run thing". To me it has been done to death, but sales run any business and Lutzen does not sell wargames, but Waterloo does. Much like that tired old horse of WWII games, the Bulge.

 Those new to wargames shouldn't fear firing it up.The game builds slowly scenario by scenario and makes it so the new player is not overwhelmed at first. It does not make the player suffer from piles or an upset stomach or the other myriads of ailments that have been suggested as having afflicted Napoleon on that June day.

 It is a realtime strategy game, but don't confuse it with Command and Conquer. You can pause the game and set it to any speed you want.

 It has the usual Matrix or Steam install, simple and easy to use. Like it's elder siblings, Scourge of war Gettysburg and Take Command Second Manassas, it has many different scenarios and levels of difficulty to help the new player or hurt the older one.

 Even if you are used to playing the older games, take the time to read the well done manual and play the tutorial. Enough has changed, for the better, that it will make your gaming time more enjoyable.

 Visually, it is beautiful for a wargame.  Of course, it's not on a par with some FPS games, but that is to be expected. I am a Napoleonic fan , but not enough to know the difference in an 1805 or 1813 Bavarian shako etc. so I will leave that to the real aficionados.

 The sound effects are very well done. The cannons and even flags in the wind are represented. The music is also well chosen and pleasing to the ear.

 There are three full option screens for the visuals etc.. More than enough for the newer top of the line computers or older more seasoned veterans.

 The Levels are as follows: Untrained, Militia, Normal, Seasoned, Veteran, Historical, and Grognard. The latter two are only available as part of HITS, headquarters in the saddle, mode. This mode only allows you to see exactly what the commander you are representing would be able to see.

 It comes with twenty preset scenarios. With the "sandbox" option and the ability to add user made scenarios, it is a game that one could easily pick to be your only game on a desert isle. Feel the need to take La Haye Sainte or march to Brussels with the Old guard (it was actually the Middle guard), then here is your chance.

 The AI opponents are top notch, as is the AI for your subordinates. You're in luck with not having to deal with a dolt of a younger brother while trying to save your empire. Multiplayer can support up to thirty two players.

 If you have played the other games in the series you will still notice the odd "dance" at times of the units. You also may at times be unable to deploy them " just right". That being said, it is a command simulation and the way your troops are shown on the screen doesn't always correlate to the action of the program under the hood.

 The new strategic layer also brings a welcome addition to the game.

 NorbSoftDev, are to be thanked for going to the Napoleonic wars, and praised for the actual game.There is nothing to compare to it at the moment. I will be reviewing the soon the be released Quatre Bras expansion, when it is released.





Robert



Game: Scourge of war Waterloo
Developer: NorbSoftDev
Publisher Slitherine/Matrix games
Steam release date: 19/11/2015
Review date: 7/5/2016


Decisive Campaigns: Barbarossa Review In the begining there was the much liked  Decisive Campaigns: The Blitzkrieg from Warsaw to Par...

Decisive Campaigns: Barbarossa Review Decisive Campaigns: Barbarossa Review

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


Decisive Campaigns: Barbarossa Review



In the begining there was the much liked Decisive Campaigns: The Blitzkrieg from Warsaw to Paris followed by the highly praised Decisive Campaigns: Case Blue and at the same time Vic the main man at VR designs was developing the much loved Advanced Tactics. So far his games had all been very well received especially Advanced Tactics and the later Gold version which soon gathered a large fan base and modding community. Then we waited....


First we found out a new face was developing the next Decisive Campaigns game, a soon to be heralded innovative genius, a man called Cameron. Cameron was going to be the man behind VR Designs immersive masterpiece. However before we fully understood what was coming our way Cameron drip fed us game development updates. First we found out it would be at a slightly higher scale than the two previous games, which I must admit was a little disappointing for this lover of the lower scale wargame, and next we found out its name and the period the game would cover, it's name Decisive Campaigns: Barbarossa the period, well, erm, Barbarossa, which was the name the Germans gave to the first phase of their invasion of Russia during WW2.So pretty standard fair so far wouldn't you say?  Well carry on reading....


Once the basic game info had been announced then development updates started to get more and more interesting. Slowly, agonisingly slowly each update brought us more and more information on the games new features. Features that where way more than just interesting, they where fascinating to those who started to take note on what was being developed. I was one of those who linked many times to the updates across the forums trying to get the word out. You see Cameron was trying to overcome something that I've found has been the main reason why I have struggled to enjoy wargames above say Coy scale. That something is  'Immersion'. He was developing  what I can only describe as a roleplaying element that was not just some gimmicky way to add immersion but would actually have an impact upon that  wargame itself. Here was a developer finally willing to take a risk and do something new, something innovative. Innovation has been a very rare thing in wargame development and is something I've been crying out for for awhile.


You can either take the role of a member of the German High Command or if playing as the Russians Stalin himself where you not only have to do the usual hex based wargame thing of moving your divisions in sweeping encirclements or constantly having to manage your depleted divisions as you desperately try to plug the gaps and stem the enemies advance, but you also have to manage relationships with other high ranking commanders, plus deal with all kinds decisions that  could have an affect, either positive or negative, on how successful you will be in completing your objectives. Well if all this held together it was going to be awesome, if not it would no only be bad news for VR Designs but could also put others off from trying something new and innovative themselves.


Well the game was released to an expectant crowd and boy we weren't disappointed. The way you have to deal with the chain of command by managing those important relationships plus make important far reaching strategic decisions turned what would have been a very good traditional hex based wargame into a tour de force. As soon as you start the campaign you can see that this is something different to other wargames you've played. First off there is an option asking if you want to stay within the Geneva Convention. The lets say you decide to play as the Germans, straight away you have to decide whether to go along with Hitlers plans or suggest alternatives. Soon other decisions have to be made, for example whether your going to join the "Party" or not. You'll be asked to make tough choices on things ranging from giving out a unit commendation or sorting out propaganda photo shoot to logistical decisions like worker allocations for the rail way conversions or tyre replacement priorities for Army transports. All these things require political points, or PP as they are called, and if your not careful you'll soon find you have no points left to make certain major decisions which most likely will result in a bad outcome. So even this aspect has to be thought about very carefully. Do you spend points on that tyre decision or leave it to others  in case you need those points for something more vital later? Then you have the tried and tested wargame mechanics from the two previous games. With the brilliant card driven mechanics and excellent simultaneous turn resolution. Each turn has extensive staff officer reports to go through which never become a chore and again show huge amount of detail that's gone into the game. The integration between the wargame and the new roleplay decisions making features coupled with the excellent staff officer reports and briefings creates a fantastic, exciting, immersive and  all round bloody marvellous wargame experience.


Now there are plenty of reviews of the game across the internet that show that Cameron achieved what he set out to do, not just well, but extremely well. The game has received the highest plaudits across the internet including several awards one of which was Grogheads "Digital Wargames of the Year".  There have been some minor bumps in the road along the way. Some say the map isn't particularly attractive. Others  found playing the Germans and trying to get anywhere near an historical result let alone any better to be extremely difficult. However, overall in my opinion, there is no better wargame out there at this scale. Yes there are games that cover so much more than just a small period of time during WW2 but they can't compete when it comes to immersion which DC : Barbarossa has through it's clever role play features and coupled with a great hex based wargame then you have some very happy wargamers.


At last DC: Barbarossa has been released on Steam and with this release also comes a new update packed full of improvements and new features. First off we have a new map which is an improvement of the previous one (though I still prefer a modded one you can download here). Also new counter art for those who like that sort of thing. Another great little feature is a War Diary where at the start of a game a division of yours is chosen and you'll get to read a War Diary written by a solider in that division which he updates as fighting continues. The poor chap may even get killed! This is just typical of the effort Cameron has gone to create an immersive high scale wargame.


So if you haven't already got this triumph installed proudly on your hard drive then what are you waiting for?? Go buy it!!

Jason


Game: Decisive Campaigns: Barbarossa
Developer: VR Designs
Publisher: Slitherine\Matrix games
Steam Release Date:29\04\2016
Review Date: 03\05\2016
 


Hello and welcome to all!     Just a quick heads up on recent changes to both the blog and the Facebook page. Over time the Facebook ...

A word on recent changes! A word on recent changes!

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

Hello and welcome to all!

 
 
Just a quick heads up on recent changes to both the blog and the Facebook page. Over time the Facebook page has widened it's coverage to far more than just tactical wargames (though have no doubt, we still love tactical wargames) and now with the Blog and the many varied things I want to be able to cover the name Tactical Wargames just didn't fit any more. It really didn't represent either the Facebook page or the blog and I think could give out the wrong message. So I've taken the big step to change the name of both the FB page and the Blog. After a lot of thought and a waste paper basket full of scribbled out names I've settled on  'A Wargamers Needful Things'. I'm sure many of you will see where I got the inspiration from. For those who don't know there is a Stephen King book called Needful Things about a shop that opens and every customer finds something they just can't live without, however to be able to acquire said item they have to commit all sorts of atrocious crimes! Obviously I'm not wanting you all to go on a crime spree and feature on Most Wanted, but as I want to cover as many things your average wargamer, i.e yourself likes or is interested in I thought it was an apt fit.
 
 
Also we have a couple of new headings on the Blog. First is 'Intel' which will be a place where you'll find articles of interest covering a wide range of topics. We also have 'Incoming' which is where I will keep you all informed of what's coming up sometime in the nearish future:)
 
I'd also like to thank my previous team members for all the help they've given me during their time with TW but as we all know times move on, so I'm currently getting a new team together for the new name A Wargamers Needful Things who I'll introduce to you soon on the 'GHQ' page.
 
 
One last thing, as the Blog is in it's infancy please stick with us while we iron out any kinks. A new header needs to be designed for starters! Go to the Facebook page to enter a competition where you can win £25 Steam voucher for a winning header design for the blog!
 
Thanks for reading
 
Yours
 
Jason
 
P.S I do hope you all like the new name! Also please pass the message on that the blog has a new website address!
 
 
 
 
 

Bil Hardenberger is doing a series called "Bils Vignettes". I think the best thing to do is for you to have a read. I can'...

Bils' Combat Mission Vignettes Bils' Combat Mission Vignettes

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



Bil Hardenberger is doing a series called "Bils Vignettes". I think the best thing to do is for you to have a read. I can't wait for further installments.


So click the link below to take you to the first installment.

Bils First Vignette

CMBF game website

Combat Leader AAR Combat Leader is a wargame designed and published by Minden Games. The scale is individual soldiers, which is pret...

Combat Leader AAR Combat Leader AAR

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




Combat Leader AAR

Combat Leader is a wargame designed and published by Minden Games. The scale is individual soldiers, which is pretty rare and a scale I love. It's had several expansions including a solo expansion rule set which works really well. So far the game is set on the East front WWII, though there is an expansion that covers the Winter War.

I currently have all the expansions except the Volksturm one and the Winter War one. The game is highly recommended.

Art Bennett is the man behind this AAR, Tactical Wargames hope this isn't the last AAR we receive from him. Anyway, a big thank you Art!

So click the AAR link below, I hope you enjoy it!

Combat Leader - AAR

Game website link


I will start this review by telling you the hard truth : Battlefleet Gothic : Armada (BG:A) is a game that makes me feel ambivalent. N...

BATTLEFLEET GOTHIC: ARMADA BATTLEFLEET GOTHIC: ARMADA

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


I will start this review by telling you the hard truth : Battlefleet Gothic : Armada (BG:A) is a game that makes me feel ambivalent.

Now you may ask yourself, or for that matter, me, why I am sitting here with my mixed feelings. So let me start at the beginning.

The first time I saw the announcement about BG:A, I was ecstatic. My mind started to go crazy, dreaming of the release day when I would be able to command my fleet of Imperium Cruisers and cleanse the universe from the filthy Chaos !
And, as soon as I could, I pre-ordered the game to get into the Beta and start enjoying this game.

My initial feelings when I first delved into the game was of shear excitement. I can still remember how great it felt when I got a look at my first fleet, to play through the small campaign introduction and to play my first skirmish game against the AI.

And, with some reserve, I am still enjoying BG:A. So, what happened down the road...
Why can't I make my recommendation for this game to all players out there?
I will try to answer by the end of this review.
First, let me introduce you to the game as it is and what you will get when you purchase it.

What do you get?
Battlefleet gothic is a Real Time Strategy game (RTS) set in the Warhammer 40K universe. The game offers you many game modes that make it really attractive:
- A campaign
- 4 different races: Imperium; Chaos; Ork; Eldar
- Fleet management
- A multiplayer mode with a cooperative option and with a persistent fleet.
- A skirmish mode without a persistent fleet.


  • The Campaign

I won't go into any great detail about the campaign. Why? Well, because I do believe this game was essentially developed to be a multiplayer game. The campaign is there, it is enjoyable, it really is. It has a great story IMHO and you can feel the love the devs have for the W40K universe. But, it in my opinion it's not the core of  game, though I'd loved to be able to play it in a co op mode however that's not possible. The campaign wasn't the part of the game where I spent most of my time. It was useful in that the first few campaign missions are actually the games tutorial. So I suggest you do play the campaign or if your like me and really want the multiplayer play part of the campaign as this is where you'll start to get to grips with the fundamentals of Gothics gameplay. Playing at least the start of the campign is obviously  a big help  for those who want to delve into the mulitplayer, the mode I was really interested in.

  • The Races

The game has four races: Imperium; Chaos; Ork; and the Eldars. Each of those races have their own design and lore. Of course, the capacities and competence of your captain and crew will be different from one race to the other.
This is one of the positive elements of the game. You can play any of the factions and each one will require a different approach in terms of tactics etc, which means you'll have to re-evaluate how you approach the game if you want any success with the particular faction. This also then helps the games replayability. From the huge Ork cruiser that will try to ram any ships in sight to the Imperium and their boarding tactics. The truth is that the game races offer enough difference of gameplay for you to find yours of choice.


  • The Fleet management

Every time you play a game, you will earn some experience that you will be able to use to buy more ships in your fleet, plus you will be able to upgrade your ship systems, weapons, perks, and crew. There is a little bit of disappointment here. Some of the competence you can add to your ships are really nice and necessary, such as sending bombs away or improving your armor or gunpoint cannons.
But I felt like it was pretty hard to understand how some of the crew perks really work.


  • The multiplayer

As I said before, this game was clearly designed to make multiplayer the core of the game. Unfortunately, the game is still suffering from some early matchmaking issues. And, it is not very rare you will end up fighting against an Admiral with a full fleet of ships under his command, while you will only be spawning with one or two of your ships, since they are under repair at the dock after a previous defeat.
The multiplayer lobby should be better at calculating the 'real' number of allocated points to spend for deploying both sides. At least it should do it based on the ship's availability of the weakest.
One of the things though I would love to see in this game, and that is missing at the moment, is a Coop Vs AI with persistent fleet management.
While multiplayer will appeal to a lot of players, the truth is that a lot of people also enjoy Campaign mode in Coop, and there is a demand already for a skirmish mode in a coop mode.

You are the Admiral, so...
So how is the gameplay you ask? Well, here is the thing about my ambivalence.

At first, the game starts easily enough. A couple of ships, max three, and a few competencies for the ships. Not much to do. You setup the max/min range of your engagement, and then you go on with the mission.
The combats are incredibly beautiful. The ship models are just perfectly rendered and the effects and sounds are just immersive.


On paper, the game is an RTS, so you will select your ship, their destination, and then the crew will try to follow the rule of engagement you have predefined (distance, what cannon to use, the port side or starboard, ships, and systems to target in priority, etc.).

What is very important to remember, though, is that when you play, right-clicking your target to attack is pretty useless. As I said previously, you'll set the rules of engagement, click on a sector where you ship will travel and then you will have to trust them to act. The fact that you can select an enemy ship and define it as a priority target, together with subsystems such as the drives, armor, bridge, weapons etc, makes you learn very quickly to trust your Captains and their decisions in combat.
Of course, while your ships have been sent to an area, you can always change those orders.

I do believe the intent of the developer was to make the player really feel like a fleet Admiral.
And that is what may be a little bit misunderstood for RTS veterans or people expecting combat gameplay such as in a game like "Nexus:The Jupiter incident" or "Homeworld".





... act like one!
Your role will be to activate competencies/skill for the ships to attack, send boarding parties, buff your ships or counter the enemy. And, of course, to set the course, as previously said, and to withdraw from the battle if necessary.
The captains and their crew will do the rest.  They will keep firing at the closest enemy ship or upon the ships you have selected as a priority target.
This is a very nice setup IMHO. It reminds me of this Sci-fi book I read not so long ago, Ark Royal from Christopher Nuttall.  The Admiral, still sits in the CIC, but he will not take over the captain role. He will decide on the global tactics, but ultimately the crew and the ship is the captain's responsibility.
Battlefleet Gothic really does a good job of detaching you from the feeling that you are a Captain. You are the admiral, and for this very specific reason, you should be the one in control of the global decisions, not the close decisions.



Don't let this become a click-fest! Use your spacebar!
Because it is an RTS, and the way you play BG:A is not common to another RTS, the moment the fleets engage can just be overwhelming. There will suddenly be a lot to click and to remember during the course of the combat.
When you have up to 6 or 7 ships to manage and that many number of skills per ship, you will understand how confusing and stressful the situation can become.

Remembering in time what cooldown you had been triggering earlier and keeping an eye on each ship status and competence bar can become horrendous...
That is why the game has a great feature implemented: the time compression.

Press the spacebar on your keyboard and the game will suddenly compress time and everything will slow down and allow you to review the situation and to send new orders to your ships' captains.
Sometimes  I have played an entire scenario just in that mode.

"Did I do that!? How did I win/lose?"
That is the main thing you will ask yourself while playing this game.
Somehow, you really never know for sure if any of your action have been influencing the course of the battle.
You can see there is a lot of things happening, but at the end of the battle, your look at the victory/defeat screen and the feeling is mitigated.
The game makes you click skills, send torpedo, remove rogue captain from command, buff your ships, send them there and here...
But when the battle ends, you will ask yourself if you did play well or what you could have done better.
You will wonder if the extra armor on your ship did the difference for your survival. Or was it the boarding party you send out ...
It is difficult to know if any of your actions were decisive.


The game is not really good at explaining your doings and what is the best tactic for you to win.
Even the ship customization can be pretty difficult to grasp. All along I am really wondering if crew competencies are really useful. For sure adding ship system is a must... but I couldn't grasp the utility of the crew experience...




My verdict 
Battlefleet Gothic : Armada   is a good game, well made, and extremely polished.
I do like it...
But I must warn you:  the game is tough .
The learning curve can really be steep for newcomers.
As I said earlier it is not for everyone but it will please the 40k license fans, the people who like multiplayer competitive PvP, fast RTS, and who are ready to accept inevitable defeat.

The game will not explain all your gameplay options at first. You will have to learn and to be defeated in several ways before you understand all the feature the game offers you.

Recommendation for the other players who like to think about their action and take time building up their tactics, I will advise to look at the WEGO game Star Hammer The Vanguard Prophecy, another space fleet combat game.



Developer: Tindalos Interactive
Publisher: Focus Home Interactive
Platform: Microsoft Windows
Official Game website: http://www.battlefleetgothic-armada.com/
Available on: STEAM 

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