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Review of Tamiya 1/35 scale Sdkfz 251/1 Ausf D           After a long 30 year hiatus from building scale model kits I deci...

Review of Tamiya 1/35 scale Sdkfz 251/1 Ausf D Review of Tamiya 1/35 scale Sdkfz 251/1 Ausf D

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

Review of Tamiya 1/35 scale Sdkfz 251/1 Ausf D
 
 
 
 

 
After a long 30 year hiatus from building scale model kits I decided to begin the hobby again. This is my fifth build in six months and I have chosen a great kit from Tamiya, the Sdkfz 251/1 Ausf D for my review and build. (Hannoversche Maschinenbau AG) a German producer of steam locomotives, tractors, trucks and military vehicles in Hannover, Germany. The single most important and iconic military vehicle to be designed and built by Hanomag during World War II was the SDKFZ 251 half-track (commonly called simply "the Hanomag") with a total production numbering just over 15,000.

 Built to protect and transport the mechanized infantry, it was by far the most common German armoured troop-carrying vehicle of World War II, and a direct precursor to the APC's of today. In comparison to the most common Allied half-track of the war, the M3, the Sd.KFz 251 was slower and lower-powered but with thicker, sloping side armor that provided better protection; the flat-sided M3 was at one point panned as the "Purple Heart Box" for being unable to stop 7.92mm bullets at close range, while the Hanomag's sloping side armor deflected the .30-caliber bullets of the Allies with no similar issue.

 
 
  The kit was released in 1995 and retails for around $25 USD. Upon opening the box,the parts are the usual Tamiya dark yellow color. The kit includes 4 decently moulded figures and many extra's such as panzerschrek, grenades, grenade boxes and weapons. Very crisp moulding with no need to sand off left over seams from most of the parts.Main exception is small circle moulds which need to be sanded off the doors. Instructions are straight forward beginning with the torsion bar to attach to lower hull. I usually read the instructions fully and do not always follow them exactly in order especially with this kit as an interior fighting compartment is included and that has to be assembled and painted first before the upper hull can be attached.


I begin by cutting the roadwheels from the sprue,sanding where needed and painting them both sides with Tamiya XF 1 flat black paint. I plan on doing "hairspray" chipping. This consists of a base coat,in this case flat black. A lacquer coat,once dry a coat of any commercial hairspray, again allow to dry followed by the final coat. The final coat of Tamiya XF 60 dark yellow is masked with a drafting template purchased at the local art store to get  a perfect circle on the roadwheels, leaving the flat black color of the rubber on the roawheels. Once dry I will apply water and the hairspray undercoat has a chemical reaction to the water and I use an old toothbrush to chip away the final coat to reveal the black underneath.


Next work is done on the interior fighting compartment. Detailed dashboard is moulded nicely as well as steering wheel, gearshift, driver and passenger seats. The later style wooden slate type benches (early variants had leather seats)for the squad are here as well as rifle racks and stowage compartments. The floor is very nice detail a well.

 
 
 
 
 
Painting the interior I primed it with Testor's Model master flat oxide red. This is the primer color used on German vehicles before the primary coat was applied. The main coat for the interior was painted in Vallejo dark yellow with the exception of radios and seats. With the interior complete work on the upper hull began.

 
Upper hull glued on. I do not have a picture,but upper and lower hull were held together after glue applied with tape for a few hours. Next the interior was masked off and coat of dark yellow applied.
 
 
 Next a coat of Tamiya desert sand paint applied,followed by decals.
 
 
Roadwheels and tires put in place
 
 
I wanted to try something different for the weathering process.The great thing about building model kits today is the amount of advice,tips and tricks available online. Following these tips, decided to use oil paints for the weathering effects,rain streaks,dust,mud etc. Of course there are many products pre mixed and very costly. For the colors used I went with Naples yellow,raw umber,burnt sienna some white and black oil paints. Started with what is called a "filter" applied over the entire vehicle.This was Naples yellow thinned with enamel thinner. I do not follow ratio's,just mix until a thin consistency.This tones down the main coat. Next was Naples yellow again, blended into highlights to lighten area's of the vehicle most exposed to sunlight and natural light.
 
 



 

Next a pin wash was applied to small details such as bolts and weld seams,around storage boxes and locks. I used Vallejo black wash for this. Finally streaking effects were added with a mix of raw umber, burnt sienna and white.

 
Next chipping was applied with a small brush at various points on the vehicle where paint would chip off. Rule of thumb for me is if you can see the chips from 2 feet away,they are too much. Keep them in scale.
 
 

The final step was applying pigments to simulate dust effects. Again, instead of wasting money on a commercial product marketed specifically for model kits, I simply bought a set of oil pigments at the local art shop and made my own. I really enjoy doing things "old school".



 
 
 
 
 
 
 
 
Overall a very decent kit, though some would say dated, it still holds it own with kits made today. Hope you like my build.Comments and critique's are welcome.












Chance to win Kursk - Battle at Prochorovka . PC game by Yobowargames         All you have to do is comment at bottom of this a...

Win Kursk PC Game!!! Win Kursk PC Game!!!

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

Chance to win Kursk - Battle at Prochorovka. PC game by Yobowargames
 
 
 
 
All you have to do is comment at bottom of this article then go to TW Facebook page "like" page and post and also share and comment.
 
 
Closing date 19th April.
 
Good Luck!
 
Thanks to Yobowargames for the Steam serial donated for this comp. Also look out for a review shortly!


ESCAPE FROM COLDITZ When I was asked to review the new Anniversary edition of this classic game, originally published by Parker Brothers,...

ESCAPE FROM COLDITZ REVIEW ESCAPE FROM COLDITZ REVIEW

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

ESCAPE FROM COLDITZ


When I was asked to review the new Anniversary edition of this classic game, originally published by Parker Brothers, I was delighted.  My first thoughts were to go back to the original artwork to see how things might have changed and, if you compare the picture below with the following one of the original box art, you'll see a curious mixture of past and present.

ESCAPE FROM COLDITZ
ANNIVERSARY EDITION





EARLY EDITION




Gone is the swastika to be replaced by the Prussian eagle - definitely a sign of changing times, attitudes and concerns about sensibilities.  Though Colditz Castle itself has become a much larger and more emphatic backdrop to the scene, I confess to preferring the smaller, but somehow more dominating image of the castle perched on its crag, white in the moonlight.  Yet the moon itself actually features in the new picture.  What are those POWs doing trying to escape on a night of a full moon?  Equally I prefer the focus of the older image on the two would-be escapers dominating the lower foreground in a much more dynamic pose.  Whereas, the anniversary edition's escapees are distinctly less impressive, especially with the startled expression of the left-hand figure and the overshadowing German guard. 

[It's worth noting that even early designs differed considerably.  For example, one UK Gibson's edition removed the swastika and any human figures, while retaining the castle on the hill and focusing on displaying the game contents.]

The attribution to the devisers of the game and particularly the reproduction of the signature of the key figure, P. R. Reid, are still there, but, not surprisingly, the mention of the T.V. series [which I watched assiduously at the time]  has been omitted.   Also left off the box is the reference to his two "memoir" books about his time and experiences in Colditz.  These are still worth your attention.

As a 75th Anniversary edition, the new production of the game by Osprey Games provides an excellent upgrade of what was a fairly ground breaking product for its time.  The typical larger, shallower box, easily prone to damage, has given way to a much more sturdy package.  Opening it, you're immediately struck even by the folded reverse side of the playing board, with its semi-embossed, golden title.



Opening the board out is a similar delight.  In essence very similar to the original board, the change from thick black lines to outline the walls and buildings of the castle to the 3D effect of the new depiction is one of the many small, but subtle changes.



Beneath the board, the rest of the contents are securely held in the substantial inserts, but the main packaging of the components has understandably been retained - a simulacrum of the Red Cross parcel that POWs received simply should not and has not been changed.


However, instead of mainly containing the 96 cards used in the game, inside are now the familiar, simple wooden pieces that represent the various nationalities of POWs and the German guards, along with a small sheet of Escape Attempt markers.



Two new small cardboard packages again featuring the Prussian eagle now contain the cards.   In essence these remain the same, including 16 Security cards, 47 Opportunity cards, 27 Escape Equipment cards, 5 Escape Kit cards and finally the 5 Do or Die cards [though those feature only if you choose to play with the original rules for the game.]



The Rule Booklet has been augmented by including alongside it a History Booklet as well.  The essential simplicity of the game can be judged both by the fact that the new Rule book encompasses both the original rules [4 pages] and the slightly extended new rules [11 pages] and in total these are still far fewer than the 30 pages of the history   



This historical material is largely drawn from Michael McNally's Colditz Oflag IV-C in Osprey's Fortress series.  As such, it is resplendent with coloured drawings and two very effective black and white period photos that substantially add to the atmosphere of the game. 



This picture especially of the inner courtyard captures the claustrophobic feeling of the towering walls, as well as the comparatively greater freedom the inmates of Colditz experienced at times.

This atmosphere is further augmented by the sketch that adorns the bottom of the game box.



As you should by now have realised, this anniversary edition is an all-embracing package, which celebrates and extends both the original game and the background that led to its original production.

As briefly commented on, you can be wholly nostalgic and simply play using the very same rules that I experienced for the first time back in the late 70s, a few years after its first publication. In reality, playing with the updated rules is virtually identical.  As the introduction spells out, the intentions have not been to use "decades of game development" to create a modern remake which would have led to "something entirely new."  Instead, I would describe what we have been given as a more thoroughly explained set of the original rules.  The ambiguities, uncertainties and inevitable arguments that accompanied playing the game have been ironed out.

There are only a few real differences.  The first is a form of game aid and that is the sets of Escape markers.  These help identify points in a POW pawn's escape route and simplify the task of remembering these points that are important for game play.  Then, the Do or Die cards are not used, unless you decide [as the option is given] to reintroduce them into the game!!  



The next small modification is that a set number of rounds [i.e. turns] is suggested for play.  Like the original, which suggested a set period of time to play the game, this can be adjusted at the players agreement.  In fact, one main element of Escape From Colditz from the very beginning has been its adaptability.  Perhaps because of its simplicity, the game has attracted many home-brewed variations and "house-rules."

What seems to me the strangest tweak is that each player is given a complete Escape Kit card to begin the game.  The logic of this seems slightly odd, as the major part of the game used to be spent in gathering the requisite four items [food, documents, disguise and a compass] to create an Escape Kit, as well as items such as wire cutters, rope, keys and passes to use on your route out of the castle.  Now a significant part of that task is done for you, though once again all is discretionary and you can dispense with this change as you wish.  


At top left, you can see the Personal Escape Kit card and the other cards show the range of other items you may need on the route to freedom.


It is also balanced by the fact that in the original game, once a player had created the Escape Kit, it remained with them and could be used by each subsequent POW attempting to escape.  Now you have to give it up after a successful POW escapes.  So, in a way it's just swings and roundabouts.  In the past, it took longer for your first POW to manage an escape and then quicker to get your next one out.  Now, it's quicker to get the first one out and slower to get the subsequent one out. 



A closer look at the interior of Colditz castle

Once again, the fluidity of this game's rules and intentions, both in its original and this most recent edition, can be seen in the winning conditions.  Originally, the winner was the player who first made two successful escapes and failing this being achieved in the time agreed by the players the winner was the player taking the role of the German Security Officer.  Today, it's still almost identical, we are told that the game ends either after 50 turns [not forgetting that, by player agreement, you can end the game after 40 rounds or any other number of turns chosen!] or after the first player makes two successful escapes.

This willingness to allow the players to negotiate their way to an agreed victory condition was a feature that often led to heated "discussions" at the start of a game and is something I've not experienced with any other game.  A corollary to this was the role of the Security Officer who was essentially expected to lose - the original rules even stated "it is virtually impossible to prevent a number of successful escapes."  So, for many players, it was often a sore point as to who would be willing to take on this  rather unforgiving task of trying your hardest to prevent any of the other players winning, knowing that you were unlikely to succeed and if you did would probably draw several players' wrath at having spent an afternoon or evening failing to win. 

Remember that the advent of cooperative games was still to come and this is a game of simple mechanics.  It seems fairly clear that the original designers had in mind that recreating the experience of being a POW of Colditz was the real appeal.  However, this aspect was very much down to the personalities of those you played the game with.  The "best" sessions I experienced of Escape from Colditz involved a humorous group who more or less invented unbeknown to themselves the T.V. series 'Allo, 'Allo - cartoon German accents and still upper lip British types abounded, with one person in particular keen to play the German Security Officer and bargain down the playing time and exploit every nuance of these simple rules in his favour.

To be honest, the basic nature of the game is rolling two dice, moving your pieces around to collect all the necessary cards to attempt an escape, sometimes cooperating with the other Escape Officers, sometimes not, all the while being repeatedly frustrated by the German Security Officer player's actions and card play.  At times it could be tedious, at times a hoot and, when those attempts to escape went down, some genuine tension and excitement was always generated, with all the POW players rooting for you, especially if it was one of those rarely successful, last gasp plays of a Do or Die card and the desperate die-rolling.


The inspiration behind Escape From Colditz


This new anniversary edition recreates all that with the addition of every physical item being just that bit better and that bit more colourful, without destroying the feel and flavour of the first production.  The guys at Osprey Games set out in their introduction all that they hoped to achieve for what they rightly call "this iconic game" and I've no hesitation in giving them full marks and congratulations.  You certainly did it!



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Warbirds - Blitzkrieg   Warbirds - Blitzkrieg is the first module in the WW2 version of the WW1 air combat game Warbirds - Canvas F...

Warbirds - Blitzkrieg released Warbirds - Blitzkrieg released

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



 
Warbirds - Blitzkrieg is the first module in the WW2 version of the WW1 air combat game Warbirds - Canvas Flacons (see some AARs om this here website!).

I know it's print and play but it comes with an excellent VASSAL module plus has a community over at Yahoo who are always willing to teach newbies and then play regular sessions. Also the amount of material you get for your money is well worth the price of admission. If this was boxed it would be one of the biggest and heaviest boxed wargames ever published. Also, expect a review here very soon...

(Editors note: This is just the kind of game that's perfect for a PC conversion)

Here is what you get..


              WarBirds Blitzkrieg v1.0 Components:

• 149 Page Rule Book covering air to air and air to ground combat
• 23 Page Air-to- Air Combat Charts and Tables Book
• 18 Page Air-to-Ground Combat Charts and Tables Book
• 9 Page Anti-Aircraft Combat Charts and Tables Book
• 16 Page Equipment Book
• Scenario Book with:
32 Tactical Historical Game Scenarios 7 Flight Operations Scenarios
• 47 Page Flight Operations Book with Rules, Tables and Maps
• 75 Aircraft Data Cards
• Modular Map System using Tabloid (11x17) and A3 paper maps:
12 European Maps  6 Sky Maps 6 Sea Maps
• Six counter pages using Letter (8.5x11) and A4 paper.  1,458 single sided counters.
• Vassal modules for on line play
• All material is ready for player or professional printing. Counters are press quality and require player mounting.

Price: $30.00

File size to be downloaded: 632 MB


Blitzkrieg v1.0 Material containing 


1. WB-WWII Flight Ops Book v1.0
2. WB-WWII Aircraft Data Cards folder
3. WB-WWII Flight Charts and Tables Book v1.0
4. WB-WWII Air to Air Combat Charts and Tables Book v1.0
5. WB-WWII Air to Ground Comat Charts and Tables Book v1.0
6. WB-WWII AA Combat Book v1.0
7. WB-WWII Flight Ops v1.0 Vassal file
8. WB-WWII Vassal Module folder containing
• WWII Vassal Module• WWII Vassal Map Extension
9. WB-WWII Rule Book v1.0
10. WB-WWII Scenarios folder
11. WB-WWII Maps folder
12. WB-WWII Counter Sheets folder





Wartile, developed by Playwood Project and recently released into Early Access on Steam, is a game not quite like anything I have...

Wartile Preview Wartile Preview

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




Wartile, developed by Playwood Project and recently released into Early Access on Steam, is a game not quite like anything I have played before. The fresh take on tactical RPG combat has you moving detailed figurines of various Viking warriors around a static, yet beautiful diorama battlefield. The deliberate effect is to give the feel of playing a board game, with all the advantages of being a digital game. 


Combat takes place in real time, but each figure can only be moved once every three seconds or so. Standard attacks are made automatically once an enemy is in range, while special abilities can be activated by dragging the relevant card from the player's "hand" onto the target. This design creates a sort of controlled frenzy, where the player only needs to take a couple of simple actions every few seconds, but must be constantly thinking ahead. Positioning of units makes all the difference, with relative height, flanking attacks, and leveraging the terrain in your favor all factoring in to making sure your fighters prevail.


Each fighter under your control belongs to a particular class. There are damage dealers, shield bearing tanks, spearmen who can attack from two spaces away, and more to come. Putting each figure in the appropriate place is critical to keeping them alive, as you are often outnumbered. A tactic I exploited early on was holding a narrow pass with my shielded warriors, while my spearman attacked freely from range. Whenever there is room you will want to keep your men moving, getting behind enemies to get a flanking bonus to each attack. Enemy figures will keep moving as well, adding tension to the melee. 


As mentioned before, you have a hand of cards, independent of the individual characters' abilities, that let you activate special powers at any time. This deck of cards can be customized before starting a scenario, and is then dealt out randomly, two in hand at a time. Using these abilities depletes a limited supply of points, which must be recharged over the course of the battle. Early cards include healing, boosts to damage, and a trap which can placed on the map. As you complete scenarios, more cards are unlocked and can be mixed into your deck. Playing these cards at the right time, and only when needed, is another factor the player must keep in mind as a battle unfolds. 


Between scenarios the player can spend gold to purchase new figures and other things, as well as customize the figures he has. Armor and weapons can be equipped, as well as small bonuses to stats that can be swapped around as you like. Like any RPG, the further you get into the campaign, the more variety of options you have for customizing each character. You can make your figures into glass cannons, tanks, or balanced fighters. As characters level up you can add more stat bonuses, and they can be reset at any time, so you are free to try new strategies as you go.


It is certainly worth mentioning again how lovely this game looks. While the environments lack any animation, this actually works wonderfully. The whole thing has a very hand crafted feel to it, channeling those detailed battlefield dioramas you see in museums. I especially liked the crashing waves frozen in time and other cool details spread across each stage.

One thing I hope to see changed is freeing up the camera a bit more. There may have been an option I was missing, but I constantly found myself wishing I could tilt the camera more, so that I could take in beautiful landscapes from more angles.



The game also has a multiplayer mode, which I haven't tried yet, but expect will certainly force you to adopt more imaginative tactics. While the AI will give you a good challenge, it won't throw too many curveballs your way in its current state. Most of the surprises come in the form of sudden events which add new enemy figures to the board, usually in prime position to outflank your warriors.


Despite being in early access, I did not encounter any bugs or glitches during my first few hours of playing Wartile. I was happy to see that, despite the impressive visuals, the game runs perfectly smooth and loads almost instantly on my machine. There are a lot of positive things happening here, and I look forward to seeing more content added to the game over time. It's always good to see someone take a new approach to game design and aesthetic. This could have been a bog standard turn-based combat game, but instead it steps out, through visual design and game mechanics, into uncharted territory and that makes it a welcome breath of fresh air.


Official Site: http://www.wartile.com/
Available Now on Steam Early Access

- Joe Beard

Battle Brothers, from Overhype Studios, is a game which took me by surprise in the best way. The first time I sat down with it and sta...

Battle Brothers Battle Brothers

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




Battle Brothers, from Overhype Studios, is a game which took me by surprise in the best way. The first time I sat down with it and started playing, my only thought was "How has no one made a game like this before?!"  This is one of those occasional titles which reminds you why you started playing video games in the first place. In case you haven't guessed yet, I really enjoyed the game. Read on to find out all the details, or just go buy the game now.

In Battle Brothers, the player takes on the leadership of a small company of mercenaries making their way in a low-fantasy world. The world, and everything in it, is randomly generated each time you start a campaign. Towns, each of different size and containing different amenities, are scattered across a world divided between a few noble houses. There is also a massive area of the world map which is completely shrouded in mystery at the beginning of your campaign. One will immediately be reminded of Mount & Blade when beginning their wanderings through the world, and if you played that classic, you will feel right at home here. Between these towns runs a network of roads cutting through forests, grasslands, deserts, swamps, and mountains. Trade caravans, squads of soldiers, and even other mercenary bands travel the roads. Lurking in the shadows on every side are groups of baddies, waiting to strike the defenseless peasants. This is where your mercenary company steps in to make some coin.

The opening of a battle.

The company begins with just three men, all that remains after the opening events of the campaign. Using your limited budget, you must recruit additional mercenaries and buy them some equipment. This is where some of the wonderful little details of the game start to work their magic. In each village a number of men can be found looking for work. Each one has a background story describing what brought him to take up the mercenary life. Some are appropriately cliche, some are dark, and some are hilarious. Based on their skill level, these men all have different prices to join your company, and will demand a certain wage each day. Early on you will be forced to settle for recruiting a few drunks and beggars, but as the game progresses you can afford the more experienced soldiers and sellswords to replace your losses. 

And trust me, you will have losses, even on the easiest difficulty setting. I highly recommend playing with the Ironman setting turned on. Much like XCOM, the game loses a great deal of its tension without the ever present danger of permadeath for your soldiers. All of these men have unique traits and skill levels that give them character and value. Losing one of your first members, hours into the game, will hit you hard. Seeing a new recruit get cut down by a bandit in his first outing can be equally gut wrenching. Keep your men alive and they will grow ever more powerful, gaining bonuses to a variety of stats and perks. They will also tend to pick up scars and the occasional permanent injury. These kinds of wounds can reduce their stats a great deal, which may force you to send a battle hardened veteran into peaceful retirement.

A world waiting to be explored.

Your men also need equipment. Managing the war gear for your entire company is one of my favorite parts of the game. It takes the appeal of outfitting your characters in an RPG and multiplies it by a dozen or more soldiers. Each man can be equipped with weapons, armor, head gear, and accessories. How you equip your force is entirely up to you, and will be important to your strategy. The type of attacks a soldier can make in battle depend entirely on what you put in his hands. Archers can rain down arrows from behind your lines. Soldiers armed with shields can form a solid shield wall to hold off enemy melee attacks. However, men wielding two handed axes can chop right through those shields. There are a ton of different types of weapons to try out, and you will want to have a good mix. As the game progresses you will be able to buy or scavenge ever more deadly and exotic items.

Some towns are less impressive than others...

The actual fighting in Battle Brothers is done in a turn based format on a hex grid. Combatants on each side go in order based on their initiative, a value which can change over the course of the battle due to fatigue. Each character has a number of action points which are used to move and take actions. Each weapon typically has a couple of distinct attack options, or an attack and some kind of defensive stance. Each time a combatant is hit, his body or head armor will take some damage, and some damage will get through to his hit points. Shields and helms can be destroyed in the midst of the fighting. All sorts of wounds can be inflicted, from broken bones to dismembered ears, and all kinds of bloody unpleasantness in between. These wounds are reflected clearly on the soldiers duking it out. A fresh fighter will look completely different from a bloodied man, barely on his feet towards the end of a battle.

During the combat, the player must keep an eye on more than just hit points. Each man has a resolve score which determines how long his morale will hold up when things aren't going great. Letting a soldier get isolated and surrounded will cause this score to plummet, and usually wind up with him dead. Events like the death, or especially decapitation, of fellow mercenaries will cause a team-wide drop in morale. Taking out an enemy will pump it back up. As the game goes on you will find a few extra ways to help raise morale when things look bleak.  Another number the player must watch is fatigue. Every action builds up some fatigue, another value unique for each mercenary, and in longer battles this number can max out, reducing how many actions a unit can take on his turn. Deeper into the game you will face many longer battles where giving soldiers a chance to breath must factor into your decision making. 

An ugly fight where I lost some good men.

The combat in Battle Brothers keeps me coming back for more, and even hours into a campaign it does not lose its appeal. This is because the game, despite being randomly generated in many ways, offers a satisfying difficulty curve. Early on you will face bandits that are as poorly armed as your own men. After a few successful jobs your force will pick up some better equipment and be able to make mincemeat of any rag tag thieves and bandits of the world. Just as you start to feel invincible, however, the game will throw a nastier enemy force at you that will test your tactical ability. Sometimes you will even be forced to retreat, lest you watch your entire company be wiped out one by one. 

Checking the company gear. Up to 20 mercenaries can be in your company at once.

It's in these tougher fights where the tactical combat really shines.  Deciding when to play conservatively, and when to make a push, can win or lose a battle. The weapons, accessories, and perks of individual fighters must be taken into consideration. Beyond your control, and keeping things tense at all times, is the off chance of a lucky blow. Your best swordsman could be badly wounded by an arrow before he even swings his blade. An inexperienced new recruit, armed with a dagger and not much else, could slip in a killing blow on a tough enemy.  It's a system where good play is rewarded, but the chaos of battle can lash out at any time.

Between fights, the player sends his merry band from town to town looking for new contracts. These contracts start off simple, mostly jobs to go fight brigands harassing the locals. Later on you will get more difficult and lengthy assignments, such as patrolling through a large area for the local duke, or tracking down mysterious artifacts. I especially liked the occasional caravan escort job that went without an enemy daring to attack you. Your men didn't break a sweat, and you still got paid! Payment is always negotiable in Battle Brothers, and you will do well to be a hard bargainer if you want to get rich. You can ask for a portion of payment up front if you need a little cash for food, or ask to get more after the job is done, if you are simply looking for maximum payout. 

You can usually push for a bigger payout, but sometimes the client will walk away.

As you take actions in the world, the world will react. Each town and house has an opinion of you, which will improve as you help them out, and plummet if you take action against them. You also have an overall reputation score as a mercenary company, which you must improve to get the better paying jobs. The deeper into a campaign you go, the more interesting these dynamics become. At some point you will almost certainly make enemies, whether you want to or not.  If you survive long enough, the world will eventually be faced with a variety of calamities, including a war between the noble houses, an invasion of orcs, or the arrival of undead armies.

Browsing for new recruits.

I haven't talked about the mini choose-your-own-adventure moments that pop up during your travels, but I will leave those for you to discover and enjoy yourself. There is also the matter of keeping your company stocked with a variety of food and other supplies, the ambitions you can pursue, and inhuman dangers which reside in the more remote parts of the world. There is just so much this game has to offer that it will keep you busy for a long time. 

Not all of your enemies are human...

Even with all the content in he game, it's clearly a candidate for more of everything, you really couldn't have too much variety here. More quests, character backgrounds, events, enemies, world ending disasters, and weapons are always welcome.  Some areas I would love to see expanded in a patch or DLC down the road would include deeper interactions with towns, more options for running the company itself, a more complex perk system, or even introducing more fantastical elements like magic or taking a step forward in tech (why not both?). 

If you have read this far and are still interested in the game, I strongly urge you to go buy it. This is easily my favorite game of the year so far. Not because it has flashy graphics or an amazing storyline, but because it ticks so many boxes of what I want a game to be. It is fun through and through, and feels polished from the moment the game begins.

Battle Brothers is out now and available on Steam.
http://battlebrothersgame.com/

- Joe Beard


Need your input:) If you are thinking about developing a PC wargame or have developed or currently developing a PC wargame that would be ...

Reaching out to those who want to develop a PC wargame.. Reaching out to those who want to develop a PC wargame..

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

Need your input:)


If you are thinking about developing a PC wargame or have developed or currently developing a PC wargame that would be to niche for one of the big publishers to take up would you welcome a publisher who specialises in exactly what you are doing..to publish wargames with innovative gameplay that would be seen as to much of a risk or not likely to be profitable enough by the big major publishers or cover more niche theatres i.e not just WW2 West Front etc.

Also any of you out there who want to get into game development and can code? Would you like to convert well known boardgames to the PC? To become a possible in house development team?

We'd like to hear from you, what you'd like from a publisher, what you feel you'd need to get your game to release etc.

So email me at j__rimmer@hotmail.com
hpssims.com