The War of The Spanish Succession by James Falkner The War of the Spanish Succession was probably ...
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The War of the Spanish Succession by James Falkner
The War of the Spanish Succession was probably the world's first world war. It was fought in areas as far flung as the Seven Years War, which it preceded by fifty years. The war was fought between the French, and Spanish on one side, and the English, Dutch, and Holy roman Empire. It also had bit parts played by the smaller players that Europe abounded with at the time.
Our story begins with Charles V of the Holy Roman Empire and Carlos I of the Spanish empire. Through his mother and father, he was the heir to both of these along with the Netherlands and more. His reign saw the house of Hapsburg become the world's greatest multi-national dynasty. The story continues until the late 1600s when Carlos II reigned over the Spanish empire. He was unfortunately childless and represented the last true Spanish Hapsburg. Leopold I (Holy Roman Emperor), and Louis XIV (king of France) were both grandsons of Phillip III of Spain. They, with their children, had the greatest claim to the throne of Spain. There was a third candidate who was very important to our story (but who unfortunately for the the people of Europe and beyond) that died young. This was Joseph-Ferdinand Wittelsbach of Bavaria. He was the son of the Elector of Bavaria and the grandson of Leopold I. There were treaties in force between the major powers that would make Joseph-Ferdinand the king of Spain after the death of Carlos II. His death in 1699 turned Europe into a powder keg waiting to be lit by whomever had the will to strike the match.
Carlos II passed away, but before he did drew up a will. In it the Spanish crown was to be offered to a grandson of Louis XIV, the Duc D'Anjou. In the event that he or more to the point his grandfather turned it down it was to be offered to the Hapsburg Archduke Charles of Austria, son of Leopold I.
Louis XIV's and the Duc D'Anjou's (now Phillip V of Spain) acceptance of the crown struck the spark that turned into the aptly named War of The Spanish Succession.
The book tells the story of the War, its military campaigns, political machinations, and final outcome. The war would see the rise of England to be a global power. It would also really be the last time the Netherlands was a top player in the world of European politics. France would be brought to the edge of ruin.
This being my first review of a book, I wanted to delve into the physical makeup of the book itself. I have some books that I have owned for twenty years that look as bad as some hundred year old newspaper. They are yellow and falling apart. I'm not just talking mass market soft cover books, but hard cover. The older mass market books are only fit for the inside of a reptile's cage. So what does go into the making of a 'good' book that will see you through the years? Well I am here to tell you don't start your search using book making. At best you will find a plethora of hits on 'la Cosa Nostra' etc. As far as the actual pages turning yellow, it is a process that is well known for making our lives more miserable, oxidation. Lignin is found in all trees to varying degrees. It is actually thought to be the reason that trees can grow to great heights. If too much Lignin is in the book's paper, it will oxidize faster. Some book pages are now bleached to make the pages more white. This can break down the page's cellulose and also cause oxidation to happen faster. Book bindings can be either sewn or glued. Suffice to say that in my delving into this arcane study I did find out one thing. The books that Casemate publishing brings to the public are built to last. So, leaving the actual makeup of the book aside, let us start on the Mr. Falkner's part of this endeavor.
Louis Le Grand was unlucky in the timing of this war. The Frenchmen that he ruled were still as courageous as they were at the beginning of his reign. The problem was, where were his generals? Turenne, Conde, and Luxembourg were all gone. Only two French Marshals, The Duke of Berwick, and the Duc de Villars were to shine in this war, but not as brilliantly as those older diamonds had.
Marlborough was close to winning the war in 1709, but his casualties at Malplaquet caused his allies to hamstring him. The Dutch were always an anchor around Marlborough's throat, and even more so now. The political fighting between the Whigs and Tories in England sealed his fate. Louis XIV, with the help of Villars was able to fight on, and managed to broker a much better negotiated peace then was thought possible a few years ago. The author shows this and more in this well done history of the war.
This book is a godsend for people who want to read about the history of the War of The Spanish Succession, but also the politics and warfare of the time. The author goes into all of the different areas of where it was fought. There have been a few books on Marlborough himself, and a few more about his battles. There have even been some on his entire campaigns, but none on the other parts of the war in recent years. To read about the actions in Spain and elsewhere, you have to spend hundreds of dollars, if not more, on some older books about the war and its personalities. There are some PDF and EPUB versions of these books, but the copying process has left them to be pretty much unreadable, at least to me.
This book is an overview of the entire conflict and does not go into the minutiae of the separate battles or sieges. For those, you will have to look elsewhere. However, it does fill the gap in a book that brings the entire war to your finger tips. The author has a solid grasp of the history and reports it in a well done no-nonsense style without any hint of bias. I find this refreshing in a book about this war. Most of the books I have read on the subject have a definite English bias, at least in the amount of information about each side in the war.
So thank you Mr. Falkner, and Casemate, for this book. It brings to life the war and its battles, and campaigns, and is a great addition to anyone's library.
Mr. Falkner has the following books (among others) on the history of the times listed with Casemate Publishing:
http://www.casematepublishers.com/index.php/james-falkner-s-guide-to-marlborough-s-battlefields.html
http://www.casematepublishers.com/index.php/marlborough-s-war-machine-1702-1711.html
http://www.casematepublishers.com/index.php/marshal-vauban-and-the-defence-of-louis-xiv-s-france.html
Robert
Book: The War of The Spanish Succession
Publisher: Casemate Publishing, Pen & Sword
Author: James Falkner
Review Date 8/14/2016
Last Days of Old Earth Review Hang on, wait a second. Why am I r...
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Last days of Old Earth Review
Hang on, wait a second. Why am I reviewing this game? I am a grognard whose pedigree goes back to the early days of board wargaming. I don't even read Sci-Fi; well, very little. The map isn't of Europe or anything I have seen before, and what about all of the strange units? What's up with them? Just as companies have to branch out like Slitherine has done into IOS, Android, and non-historical games to keep pace with, and sometimes create new markets. We wargamers should do the same. I know I used to look down my nose at a map that had "shudder" areas instead of hexes. I now play Ageod games all the time and love them. So please, people, step out of your comfort zone with games every once in a while and check out those beer and pretzel games, fantasy, and Sci-Fi games. So does Slitherine and Auroch Digital hit one out of the park to the ultaran nebula, or is this game the last spark of a super nova turned cold?
Last Days of Old Earth was reviewed earlier here when it was still in early access. The game has changed since then, and also just received a very large update.
In this turn based strategy game, you can play as the Skywatchers Clan or the Automata.
The Skywatchers Clan are the last remnant of humans who live on Earth; not ours, but one that has been turned into a freeze pop. Playing as them, you are marching toward the equator, which is still warm enough to sustain some life.
The Automata are a robotic race of sentinels that are in the way of the Skywatchers Clan on their trek to the equator.
The only thing that confused me is that the Skywatchers clan is set on doing its Northwalk. Living in the northern hemisphere, it had me turning my head several times. This again is proof that people should think, look, and walk at times out of their comfort zone.
In some ways, the game resembles a turn based RTS game. You build facilities and upgrade them. You explore the map looking for both resources and enemies. The map is a blank slate except for the few tiles that you can see at first. As far as similarities to RTS games, that is about it. At its heart it is a strategy game as much as any wargame is.
The main difference is that it is turn based. So you have no need for frenetic map searching or finger clicking. It reminds me of the newer board games with its die rolls and cards to pull.
The terrain is varied, and gives bonuses to the defender like a typical wargame. The units have all strengths and weaknesses that have to be used to used to attack or to defend against your enemy.
You can build outposts which are military installations, and also build collectors on resource tiles.
One place the game really shines is in terrain height. In this game it actually matters. You not only get the expected defense bonus, but your units can actually SEE farther on the map. This helps immensely with recon, attack, and defense planning.
The other very well done part of the games is in its hero units. They have special abilities, and also have a set amount of units that they can command in armies.
You can garrison your HQ or your outpost or deploy your armies out of them. If you lose your HQ to the enemy, the game is lost. All of your installations have limits on the amount of units allowed to be present in the garrison. Units in installations can also be healed and repaired. There are a few units that can do this for your armies in the field.
The game turn starts with a die roll to determine who wins the initiative. You can use your resources to buy more chances to win the die roll. Gaining the initiative not only lets you move first, you also gain more action points to use during that turn.
Battles occur when units of both sides are in the same hex. You can choose to autoresolve it or move it to the field of battle. The field of battle is pretty typical in its look and usage. The front line is for units defending and attacking directly with the second line used for support units.
The AI is very competent on both the field of battle, and the maps.
The graphics at first seemed to me a bit cartoon-like (see above), but the maps and units grew on me. They are actually well done for the game's story line.
Resources are the key to the game.You have to get moving on the first turn. For both recon and to search, find, and capture the different resource hexes on each map. Not only finding, but also defending your resources is really the crux of game play. If the enemy can take away your resources you will lose. Possibly a slow loss, but a loss nonetheless.
The game comes with the ability to choose your units before you start with the ability to build your own 'decks' of them before battle.
The game also has an adjustable 'sudden death' meter in the skirmish games. This is a good addition so the player doesn't have to destroy all of his enemies or capture the entire map to win that scenario.
To add to the player's choices, the game has some interesting features. A unit can go into stealth mode in a forest tile and become hidden. You can try to assassinate your enemy's heroes. Sabotage is also something you can do against your enemy and cut down on his supply. The game also has 'encounters' where the player's forces will move next to a tile that has a force that is not one of the two antagonists. The player has to choose on how his forces will react to this. It is possible to gain allies during one of these encounters.
To sum it up, this game is an interesting title that really does have some depth if you take the time to play it. A lot of wargamers or grogs would look askance at it due to the story and graphics. This one will remain on my harddrive and I will definitely play it. In the beginning I was skeptical, but it has proved its worth.
Robert
Game: Last Days of Old Earth
Developer: Auroch Digital
Publisher: Slitherine
Date of Review: 8/6/2016
Thomas Gunn: New Releases 'Stand To' for inspection! This is the second review of Thomas Gunn miniatures and this time I ...
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Thomas Gunn: Another first class collection stand for inspection!
13 DAYS THE CUBAN MISSILE CRISIS FROM ULTRA PRO via JOLLY ROGER GAMES I would love to be able to write this review without...
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Review: 13 Days The Cuban Missile Crisis
THE CUBAN MISSILE CRISIS
FROM ULTRA PRO via JOLLY ROGER GAMES
It shows the playing board with the 9 Battlegrounds: 3 Political [green], 3 Military [orange] and 3 World Opinion [purple] and the Defcon track [seen in greater detail below].
The bottom of the Defcon track is printed with the starting positions of each players 3 coloured discs and if the resolution was good enough you'd see that they all start in the Defcon 3 zone. Things have already hotted up before the 13 Days start. If any single disc is still in the Defcon 1 zone in Phase 7 : Check Nuclear War that player loses, but what's worse a player can also lose, if all three of his/her discs are in the Defcon 2 zone in Phase 7 : Check Nuclear War. This is a game that is very easy to lose, as each Round all discs move up one square on the table and every time you place cubes in one of the Battlegrounds on the map the relevant marker on the Defcon track moves up the number of cubes placed minus 1. So, place three influence and you shoot up two squares on the appropriate track..
For me this is one of the best and well crafted mechanisms in the game. It places you on the horns of a huge dilemma. A major way to gain Prestige to win the game is from tallying the difference between the number of each player's cubes in a Battleground or the difference between the number of spaces of each player's discs on the Defcon track. You have to place cubes in order to gain winning Prestige, but at the same time you are pushing yourself up the Defcon track towards potential defeat! Lovely twist.
However, there is another twist that relates to the three Agenda cards [yellow-backed] each player draws at the beginning of each Turn.
This may not be to everyone's liking. I can imagine some gamers, especially those who prefer absolute control to the vagaries of fate, would have preferred to make their choice of which Agenda card to be their chosen goal after seeing what cards they had to work with. For myself, I love having to craft a plan out of what the draw has dealt me and in that respect 13 Days seems closest here to what I enjoy in TS.
First of all, in the deck of 39 strategy cards, each player has 13 in his colour and there are 13 United Nations cards. With so few cards played, every single one is crucial and many of the dilemmas familiar in TS will be yours in 13 Days. Each card has an Event and the number of cubes you can place or remove. These work in identical fashion to the War cards in TS. If you play a card that is of your own colour, you have the choice of playing the Event or placing or removing from one Battleground on the map up to the number of influence cubes shown on the card. If it is a United Nations card, you have exactly the same choice. But if the card has your opponent's Event on it, your opponent has the choice of playing the Event [notice he/she can decline to play the Event] and then you place or remove up to the number of Influence cubes.
If you have been doing your maths, five Strategy cards drawn each turn and four played, what happens to the fifth card each turn? This is the last of the important, innovative elements in the design. That last card is placed face down in the Aftermath Location at the bottom of the board and provides the final whammy at game end. The six cards are a final additional Prestige scoring - if the card is a Russian red one, the number of cubes on it are added to the Russian player's score, if a blue American card the number of cubes on it are added to the American player's Prestige, if a United Nations card nobody gets any Prestige points.
You're probably thinking why on earth would a player not put a card of his colour in the Aftermath pile. Well, it's a bit like the Space Race in TS, perhaps you had a card with an opponent's Event that at a critical point you just did not dare to play. What can you do with it? Bury it in the Aftermath pile and cross your fingers.
Obviously the decisions are more limited because, if you do not choose to play the card for its Event, there are only two things you can do either [1] add your cubes to a Battleground or [2] remove them from a Battleground and there will be many occasions when you must simply take that negative choice of taking them away. Why? Because it is the only way you can move one of your Defcon markers down the track and away from possible defeat! However, you will find the action allowed by many of the Events to be especially useful, as they often modify basic rules in advantageous ways.
Before giving you my conclusions on this game, I need to mention the last item in the game box, namely the historical booklet which provides a concise picture of the Cuban Missile Crisis and the significance of Berlin, Italy and Turkey which explains why all three are battlegrounds in the game, as well as a good explanation of the history behind all the Strategy cards. For such a small game, this is an elegant addition and one I much appreciated.
So, fewer choices, fewer cards, fewer Rounds than TS, but always, always difficult, critical decisions and enjoyable absorbing play. It may be a fairly quick game to play, but it is no filler, as I first thought it might be before I played the game. Every game has been tense with all our attention focused unremittingly on the situation on the board. Every card play is like a subtle fencing match with genuine opportunities for misdirecting your opponent
I have no hesitation in urging you get this in your collection. It is an excellent design and exciting gaming experience that I know I shall play over and over again.
RRP £34.99
Naval Warfare Simulations Steam and Iron and campaign expansion review Some people are into heavy metal, meaning armored vehicles. ...
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Naval Warfare Simulations Steam and Iron and campaign expansion review
Some people are into heavy metal, meaning armored vehicles. Then a smaller subset is into heavier metal trains. Once more we cut the group down to those who are obsessed with the heaviest metal battleships and battlecruisers. To me, they are elegant and stately in their deadly beauty. It is no wonder that for a hundred years or so the guns and armor of these behemoths were the epitome of weapons, and also a nation's ego. To send your mighty ships across the globe was a hallmark of a nation's place in the sun. Even the most backwater nations would strain their economies to own at least one battleship.
The world in WWI waited with baited breath for the clash of the German, and British titans. In what should have been a Wagnerian finale in 1916 off the coast of Jutland, the German fleet twice sailed into the blazing guns of their more numerous cousins. Due to their greater durability, and a Valkyrie like death ride of the German battle cruisers into the hell of British 15" guns, the German navy survived, but not to fight another day. The Kaiser hadn't wanted to risk his pretties anyway. I beg your indulgence for this paean to these marvelous gods of the sea. Now to the matter at hand.
Naval Warfare Simulations have tried to give the wargamer the chance to experience WWI from a captain, admiral, and naval high command seat. Have they succeeded, and if so how well?
The game comes with several well written manuals to help you in your quest for maritime dominance. These are:
Campaign Manual
Players Manual
Scenario Editor Manual
Tutorial
The first absolutely amazing fact about the game is its size. the entire game with the expansion is less than fifty MB. The size brings us back almost to the days of floppy disks. True, it is in 2D and has minimal colors, but what they have stuffed into this bag of goodies would make Santa proud.
The game itself can be played out in scenarios that are tactical in size, and an hour of game time. To operational scale ones that can last several days. The nations that can be played are as follows:
US, Germany, Britain, Italy, Russia, Austria Hungary, Turkey, and France.
You have the ability to fight anywhere in the world. It comes with a scenario, a ship editor, and a battle generator with multiple options. There are thirty two scenarios. Here is a small list:
The Goeben
Heligoland Bight
Coronel
The Emden
The Falklands
Scarborough
Dogger Bank
The Bosporus
Jutland
Otranto
The scenarios range from simply duking it out or laying mines and bombardment, to even launching primitive airstrikes.
HERE IS THE PREFERENCE SCREEN
The game models weather, night and day, and various visibility. One thing that the game models, which is truly annoying but historically accurate, is mechanical breakdowns on the ships. You will sometimes be all set for your next foray, and then when halfway there find one or two ships have had to turn back. It adds to the 'what if' nature of the game.
The campaign expansion adds a total of four campaigns:
Baltic
North Sea
North Sea 1916
Germany Stronger 1916
The North Sea campaign gives an armchair admiral the chance of playing 200 weekly turns. It includes over 800 ships of all types and sizes. You not only have to battle it out with the enemy admiral. Your countries entire naval program is in your hands. Training, organization, and maintenance are all up to you.
The campaigns add immensely to the game and immersion. Every turn of the campaign you are given a mission or a choice of missions to accomplish. The missions are assigned a point value toward victory if they are completed. This adds a cat and mouse feeling to the game. Unlike the scenarios which are usually ingrained already in players' heads from reading about them (although the scenarios do not always play out the same and there are alternative history ones). With the missions in the campaign game you have absolutely no idea of what is over the horizon. The Grand Fleet may be out for target practice at the precise spot your mission wants you to be. Juggling the need to complete the missions, and also deal with regular maintenance and the chance of mechanical breakdowns is nail biting. Add this to the already very up in the air nature of naval warfare and it becomes a bit maddening. A few, or even one hit on your ships can completely turn the situation around at any second.
Submarines, although in their infancy, were a major part of the war at sea. A quick look at the reason for ship losses in WWI will show that many more were torpedoed than actually sunk by gunfire.
Submarines have their own patrol area, and can attack ships that enter it. Always keep destroyers near your capital ships. They make it harder for a submarine to attack, and increase the chance of the submarine being spotted. Of all your ships, weather affects your submarines the most. Calm seas make them easy to spot, and in rough seas it is hard for them to stay at attack depth. Per the manual, "a sea state of 2 to 5 is optimal for subs".
Although both sides used submarines in their operational planning, they never really fulfilled their role. The navies tried to use them as spotting forces, but the game shows their historical failings in that role. In the game, their reports are only correct about 50% of the time. The game also shows the fear that navies had at the time of submarine attack. This is shown by having false reports of submarine, and torpedo wake sightings.
You will also have to worry about anti-submarine warfare or ASW. Some destroyers will always need to be held back and unassigned to carry out this function.
BRITISH AND GERMAN FIXED MINEFIELDS
The other weapon that caused a large amount of ship losses and damage was mines. The game has two distinct types of minefields. most scenarios, and campaign turns show the fixed minefields that both used in the war.
The player can also make his own minefield, either by having it as an objective to fulfill or as his own decision. Player laid minefields do disperse as time goes by. Enemy laid minefields can be detected and will then show on the map. The different countries took a dissimilar approach to laying and removing mines. The British used specially built minelaying ships, while in other navies some of their other classes of ships could also lay mines.
The navies at the time had two main fears never realized in the war: that a retreating fleet would lure the attacker onto a minefield or into a waiting group of submarines. This never happened with submarines because of the infancy of the ships themselves and their communications. While mines at the time were the ultimate dumb bomb, it really would have been the height of folly to attempt to lure another fleet onto a newly placed minefield. The chance of mines floating free was a very real hazard, and more than a few ships were struck by their own side's loose mines.
Your crew's training and ship maintenance cannot be overlooked. For many days of the war, ships (especially capital ships) were in their bases, and not at sea. You will see your crew's training level drop during the campaign due to rustiness. Your ships will also need to be refitted every twelves months. Letting your ships get close to or go over the one year mark increases the chance of mechanical failure. The game does come equipped with a 'Fleet Engineer' button. Clicking that will show you all ships that need refitting.
Some ships will also be able to be upgraded during your time as admiral. This will show up in the turn events.
The AI in this dwarf sized game is non-pareil. You will need all of your wits about you to even play the British side with all of their built in advantages. Things will seem slow and calm. The next minute it is full steam ahead. Then you realize that a few of your best ships are still in dry dock for maintenance. Shiver me timbers, the electronic Scheer has humbugged you.
As far as other games like Steam and Iron, the games it brings to mind are Warship and Battlecruiser from thirty years ago, and The Great Naval Battles series from twenty years ago. This is not a knock on the game whatsoever . I spent hours playing those games, and will spend plenty more playing this one.
Once you have picked up this little gem, continue on in your naval adventures and pick up Steam and Iron The Russo-Japanese War, and see if you can outwit Togo.
Robert
Game: Steam and Iron with Campaign Expansion
Developer: Naval Warfare Simulations
Software Publisher: Naval Warfare Simulations
Review Date: 7/30/16
Flashpoint Campaigns: Red Storm AAR by Michael Capobianco
For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!
AAR by J Petho
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