second chance games

Search This Website of delight

URBAN OPERATIONS from Nuts Publishing Tactical level modern urban warfare!  This is not the first foray in to this territory...

URBAN OPERATIONS URBAN OPERATIONS

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

URBAN OPERATIONS

from

Nuts Publishing



Tactical level modern urban warfare!  This is not the first foray in to this territory by the designer,  Sebastien de Peyret.  The first was notable for being a solitaire offering.  A Week In Hell: The Battle of Hue [2010] was the game in the second issue of Battles magazine, a magazine noted for its in-depth quality reviews.  Though the insert games have varied in their success, for me A Week In Hell was one of the real successes both in its system and its graphics quality. 

Nor is Urban Operations Nuts Publishing's first modern tactical urban game either, as a year after A Week In Hell appeared, Phantom Fury [2011] came on the scene.   This fully fledged boxed production which brought us forward to the battle of Fallujah in November 2004 shone again for its quality art and, I believe, another fascinating system for examining modern tactical warfare.  I say believe, because, unfortunately, I failed to secure a copy while it was still in print, but all that I've read and watched since about the game convince me that it should have been in my collection.

So, what does Urban Operations hold in store.  Well, first of all,  this new game designed by Sebastien de Peyret is simply overwhelmingly impressive in quality and quantity.  For the company, the leap from Phantom Fury to this is indeed a quantum one.  From a very attractive, but folio sized map, typical cardboard units and markers, one player aid and one rule book to ... 2 full size [72cm x 54cm] double-sided maps, with a slim river map [72cm x13cm] to join the maps together for some scenarios,  a small map with a series of bunker tunnels on one side and a sewer system on the other.  Innovative terrain elements integrate familiar hex movement with irregular shaped interiors of buildings, roof tops and the ability in some cases to leap from one to the next.  All giving the appearance of looking down from on high at this 3D seeming panorama spread below ...


... wooden blocks  and stickers to produce 156 units for the sort of fog of war familiar in so many Columbia games.  The components list for the game indicates 160 blocks.  My copy contained exactly 156 blocks, so no spares.   I know many companies like to add in a few extra blocks in case of irregularities in production.  All I can say is that every single block was in perfect shape, so no problems.

In addition, there are also four wooden cylinders for use on the map, so perhaps that's where the figure of 160 comes from. 



The adhesive sheets of stickers for your blocks


... 2 sheets of thick counters providing 199 markers.  These are the fine rounded-corner type that press out and don't have any little tags or need clipping.  [If you've read my previous review, you'll know that at times I've found clipping a few hundred counters quite therapeutic, but I confess I really am getting spoilt and starting to enjoy the ability to just press out a counter and there it is ready in all its perfection!]  


... decks of cards [144 in all] that are some of the best I've seen.  These range from cards for Event play in specific scenarios to the essential unit stats cards.


A typical unit stats card

... three Scenario booklets, one for Fulda 1985 [how that takes me back to early SPI days], one for Mogadishu and one for 4 battles scattered across the globe and modern history from Chechyna to where but Fallujah!  In all 16 scenarios and two of the booklets allow Campaign games to be played out linking scenarios together.


... linked to the Scenarios are 16 double-sided Scenario displays which give you all the set-up details and reinforcements for your troops, including a picture of each block and the Impulse Force that it belongs to.  An excellent touch is that when your infantry mount vehicles, you simply take the relevant infantry block from the map and place it on the depiction of the transport block on your display card.  Safe to say that like every other item in this game, the layout, use of colour and graphical quality is excellent.

The Scenario Display card for the opening scenario in the Mogadishu booklet.

... and as always a magnificent rule book.  It's a weighty 36 pages, plus 4 pages entitled "Urban Operations in a Nutshell".  The fact that this summary takes up four pages is a significant fact.  Store that detail away for future reference.  

So, far every item and aspect of this product was a stunning revelation.  On the physical side only the box containing the game could benefit from one thing - greater solidity.  Visually, like all else, it looks highly attractive and very similar -slightly shallower -  to the boxes for the Command & Colours series, but it lacks their all important thickness and rigidity for coping with a substantial weight of wooden blocks.

Be warned, a hand on each side of the box, preferably with fingers supporting under the box are advisable.  Do not try to pick it up single-handle by one corner and definitely DO Not store heavy games on top of the box.  All with have a rapidly down-hill deleterious effect.  You have been warned.

So far, I have nothing but admiration and praise for this game.  It looks fantastic and offers a stunning array of contents.  Now comes crunch time and the rule book.  Visually, it mirrors all that has gone before.  It's rich, resplendent and full of depth and detail.  BUT and it is a big but!  The guide on the box rates this at three and a half out of ten.  In other words low complexity to very light medium at the most.  The implication is light easily understood rules and fairly simple game play.  From my own experience, a rating of eight would seem or more accurate assessment and all the posts that I'm reading on the internet would seem to confirm that.

There is a depth of rules and detail that I would suggest moves this well into the high category.  To be honest, personally I welcome this level of detail.  Having tried Worthington's Boots On The Ground which covers virtually identical ground, I was disappointed both by the lack of depth and blandness of the game play.

First of all there is the range of units to consider from the customary infantry, tanks, armoured and un-armoured vehicles to support and logistics units.  The latter two form an important chain.  Support units can use the limited support [2 steps worth]carried by each platoon to help units who've lost steps in combat to recover them, while logistics units carry their own store of support that the support units can in turn go to replenish their meagre supply.  All this involves manoeuvring units in to adjacency; no simple rules here for a set number of supply points that can be used at the end of each turn to build up lost steps.



An example of a unit's stats card.
Indeed, it is probably the fact that the game's units come in the form of blocks that provokes assumptions that this ought to be an easy game to play.  After all, such games traditionally have only about 12 pages of rules.  Apart from that, combat with blocks has always tended to mean the number of steps on a block is the number of dice to roll and hits are typically on 6 or 5 & 6 depending on type of unit firing  and type of unit defending.  If that's what you were expecting, you're going to have to drastically revise those expectations.  

To show what I mean I'm going to look in some detail at Combat. This is one of the most complex elements in this game.  The steps on the blocks [all have three steps] merely indicate the operational state of the unit.  3 steps fully operational, 2 steps operational and 1 step poorly operational!   For combat you have to go to the unit type's stats card which shows the weapons that the unit possesses, the range of each weapon, the fire power at different ranges and on top of all that a wholly new concept Effect Points [hereafter abbreviated to EP] and a weapon's Area of Effect.

The T-72's stats card in its entirety

Focus for the moment on just its main armament:
the 125 mm gun
Just take a typical unit card for a Russian main battle tank the T-72 [cf. Rules of Play P9]. It has two weapons' systems: machine guns and its main 125mm gun.  I'll simply use the main gun as an example.  Each box indicates a range increment in Effect Points: the first box is always 1 EP [i.e. adjacency, the second box is 2-5 EPs and each subsequent box is 5 more EPs of range].  So, the main gun fires out to a range of 20 EPS with, you'll notice, a strength of 8 if the target is within the range 11-20. 

So, we've located our target, it's in LOS and falls in the correct range. Next the target block may do one of three things [a] withdraw, compulsory under certain circumstances [b] fire back [c] have an eligible friendly unit give covering fire.  If either of the last two choices are made that's when you get into using the numbers, looking up modifiers and rolling dice!  Not too difficult and I like some of the details, especially the die roll by each player that determines who gets a +1 bonus, but may also produce a critical hit that can go all the way to destruction!


Use the Play Aid to help guide you through mastering Combat

However, this individual combat isn't over yet.  Look back at the stats card and you'll also notice the strange red stripe symbols beneath certain range boxes.  At these ranges there is residual EP -  a single red stripe indicates a radius of 1 EP, two stripes indicates a radius of 2 EPs.  Any blocks or Population counters that lie within those residual EP ranges will also be affected and to find what that effect may be you'll need to look up a separate chart on P24 of the rule book.  A series of symbols will tell you the type of unit that can be affected and the colour of the symbol will tell you whether it is only friendly blocks that can be affected or both friendly and enemy blocks.

The final coup de grace for some might be that range isn't even counted in a simple ratio of 1 EP equals 1 hex, but needs a separate table as some terrain costs more than 1 EP to see through!  But for once don't despair.  All is not lost as, in reality, this table is a very simple: nearly all costs associated with walls, apertures and breaches are 2EPs, while other costs are 1EP.  Similarly, the Movement Cost table is far simpler than most games that include infantry and a range of different types of vehicle.  


The spread of excellent Scenario cards

I've detailed this largely because I think it will most strikingly and clearly reveal whether this game is for you.  If you were expecting a block game like Columbia's EuroFront series, then I expect not.  If you want something much meatier keep reading.  There is a considerable amount to take in.  How you approach this depends on whether you want to be totally overwhelmed or survive the experience to come through to achieve an understanding and real enjoyment.  

I strongly believe that the programmed method introduced to the wargaming world many years ago in the revered Squad Leader would have greatly benefited Urban Operations.  As it is, the rule book can be a daunting and intimidating prospect.  Never mind the breadth of ideas, the innovative nature of many of them adds to the task.  My advice is skim the rules to get an overall impression and then create your own programmed learning path.  Start with a simple scenario with low unit density and only infantry [Lead The Way, the first scenario in the Mogadishu Scenario book, is perfect - its title almost seems to be ironically shouting out "Hey this is the one to get started with!"]

This will introduce you to basic movement and firing/assault, while gaining familiarity with the blend of hexes and room areas and some of the issues of LOS.  This is better handled than in many games, though not without its uncertainties.  However, considering the issues of dealing with buildings, rooftops, apertures and breaches, much here is clean and well dealt with.  It will also introduce you to Population counters, again a relatively new element to contend with in gaming terms and how to use Support unit blocks.



The two double-sided, full size maps -
one typical of the Western world,
the other of the Middle East
Keeping to the Scenarios in this Scenario book turns out to be a very logical step.  The next Scenario, Alone In The Mog, adds nothing new and so on to Tiger Trap which primarily introduces armoured personnel carriers for your infantry and so rules on mounting and dismounting.  A single Logistics block and Command Post block add a little extra.

The scenario. Cavalry, extends your knowledge by one Anti-tank block [and an Engineer block if and when you move on to playing the Campaign game].  The fourth scenario, Good Morning, Lenin, has a single Sniper and in the very last scenario, Checkpoint Pasta, we are finally confronted by two Tank blocks and a Joint Fire block.
At last two Main Battle Tanks

Taken in this manner, a potentially steep learning curve starts to look a little more like starting on the nursery slopes until eventually tackling the dangers of off-piste skiing.  To continue the analogy, there will be plenty of falls along the way.

My first and a totally simple, practical one illustrates my point only too well.  Having neatly bagged up all my blocks, carefully labeling each bag with the relevant infantry platoon, tank platoon, escort platoon and so on, I discovered that each Scenario creates Impulse Forces [that operate together when activated] built up from units drawn from different platoons. 

So, now before I play a Scenario for the first time, I record which platoon bags I have to draw units from.  That way the next time the scenario is played I can quickly locate the right units and also quickly return them to the right bag at the end of the game.

However, the main spills and falls come from a lack of clarity and precision particularly where the rules are innovative. The game is already throwing up a fairly high rate of queries and uncertainties about rule meaning and interpretations.  [At times, this can come down to something as simple as uncertainty about unit set up in the Scenario I've recommended to start play with.]
The Scenario Booklet four the four individual scenarios

By all means use the questions and answers on forums like Boardgamegeek, but only when you absolutely need to.  Far too many people in the gaming world seem to want to throw up endless questions when they clearly have done nothing except READ the rules and have made no attempt to play a game.  Time and time again, you'll find that what appears difficult on the page starts to make sense as you play the game. Otherwise, you'll doom yourself to rules indigestion and potential abandonment of the system.

Sorry, I'll put my soap-box away, but I'm only too aware of how many people have been put off buying games in the past by too much questioning of rules in the abstract without getting down and trying to play the game.

To further round out the impression of this game, I'd also like to list just a few of the many successful aspects of Urban Operations.  So, in no particular order ... An easy, more realistic and concrete handling of "supply" through Supply and Logistics units on the map needing to move into contact.  Activation by platoon with a simple chain of command that affects the number of units within a platoon that may be activated.  The concept of three operational levels that diminish as you take hits, along with elite, veteran and recruit status that can mitigate or intensify the effect of hits.  

The explanation of LOS generally, but especially the handling of fire from apertures [mainly doors and windows] with unobtrusive map markings that avoid ambiguity .  The system for mounting and dismounting from vehicles, with straightforward marking by symbols on the stats cards of a transported unit's weight and a vehicle's capacity. 

The procedure for what are called 3D actions [e.g. helicopter reconnaissance, drones, mortar/artillery fire etc]which is dealt with through the use of Support cards - more interesting and visual than simple Air points, more abstract than actual units on the map, but a good comprise for an area that can be difficult [need I mention Advanced Squad Leader here!] 

Finally, Combat.  I know I've pointed out the complexities, but the eventual outcomes and the fact that the target has three possible options of response and the introduction of collateral damage through the idea of Weapon's Effect make it well worthwhile getting to grips with.

So, in respect of the rules, it is not a perfect product and I'd strongly recommend it first and foremost to experienced board wargame players .  Refer to the relevant section of the four pages of "Urban Operations In A Nutshell" when needed as you learn a rule to support your learning. But by going slowly and getting a firm grasp yourself, you will be able to introduce the concepts to others and, finally, the Scenario Fallujah will allow you to embrace this game solo.

Take the time, make the effort.  Despite the problems I've aired,  I genuinely think that this is currently the best modern tactical system for predominantly ground based urban operations.  Its scope is challenging and rewarding.  In my collection, a definite keeper.





Price 75 Euros

























Three Wings For The Red Baron  Von Richtofen, Strategy, And Airplanes by Leon Bennett  The book starts on Ap...

Three Wings For The Red Baron Von Richtofen, Strategy, And Airplanes By Leon Bennett Three Wings For The Red Baron Von Richtofen, Strategy, And Airplanes By Leon Bennett

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





by







 The book starts on April 21,1918, the day the Red Baron died. The only thing we are certain of on that day is Von Richtofen's death. The claims of who shot him down have been argued over for ninety-nine years. The author goes through all of the plausible, and some not so plausible, scenarios. Mr. Bennett does not come down firmly on any side, but leaves it to the reader to pick which scenario fits the actual known facts.

 The next chapter 'MIT and the triplane' shows us the results of testing in MIT's wind tunnel released in 1916. The results show the triplane as a loser to both a monoplane and biplane in everything except  when the planes near stall speed. In this the triplane is the clear winner.
 The book's whole premise is to find out why Germany, and specifically Von Richtofen, wanted a German triplane. I will say that the book leans heavily in parts on engineering examples and illustrations. This is not a knock on the book. I just want the reader to understand that the book isn't just a prose rundown of how and why the Fokker triplane was built. The book has pictures and diagrams on almost every page to explain to the reader how and why World War I engineers came up with the designs they did. One of the biggest take aways from the book is the fact that engineers across the world were well aware of all of the flaws of their designs, but due to material and lack of horsepower they did the best with what they had. 

 The book has these chapters:

Richtofen's Death
Roe And The Triplane
Curtiss And The Triplane
Spad And The Triplane
Sopwith And The Triplane
Richtofen Campaigns For A Triplane
The Disappointing Albatross D5A
Strategy: Trenchard vs Richtofen
Gunnery, Tactics, And The Triplane
Maneuverability And The Triplane
Combat Introduction And Engine Problems
Wings, Horns, And Death
The Bottom Line

  The author shows that the triplane was a slow aircraft compared to its rivals. Wait a minute, in the air isn't speed everything? Mr. Bennett goes on to show how the German strategic and tactical thinking made the triplane a great choice. They chose to fight a defensive war. Another startling fact is how many airplanes the Allies actually built. The difference between the two sides is staggering. When put in that context, it is no wonder that all the Germans could do was to fight a defensive airwar. 

 There is so much to the book I could write for hours and not do it justice. This book is meant for anyone with an interest in the  World War I airwar. 

1754 Conquest by Academy Games  1754 saw the start of the last war between France and England for the control of th...

1754 Conquest by Academy Games 1754 Conquest by Academy Games

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



by






 1754 saw the start of the last war between France and England for the control of the North American continent. It was the fourth of their colonial wars. The first three were:

King William's War 1688-1697
Queen Anne's War 1702-1713
King George's War  1744-1748



 This war, The French And Indian War, was going to be a fight to the finish to see who would finally gain control of the eastern part of the continent. At fist glance, it didn't seem to be much of a contest. The English Colonies had a population of 1 million, and New France had a population of about 50,000. For the first years of the war, the French won a string of victories. In the end, the sheer might of the British won the war.



 The game '1754 Conquest' wins the prize for the shortest rulebook I have ever seen. In total, it is eleven pages long, with four of them being a 'Historical review' of the war.



 The game is played with two to four players. The sides are:

French Canadians
French Regulars
British Colonials
British Regulars





 The game is played for three to eight rounds, and each round has five turns to it.Starting on round three the players start to check for 'Game end Conditions'. This is the same as 'sudden death' or something similar in other games.



 The turn sequence is:

1. Reinforcement Phase
2. Movement Phase
3. Battle Phase
4. Draw Cards Phase




 The game has one rule that really helps to duplicate the 'Fog Of War'. When rolling your die for a battle you can get a 'Command' roll on the die. At that time, the rolling player can use that 'Command' result to move their units into any adjacent areas, even ones that are already scheduled for battle. So say you have two adjacent areas. In one, both you and your opponent each have three units and in the adjacent area you both have one unit. If you get a 'command' roll you can, if you want, then move one of your units to the other area. Then you will have a 2:1 advantage in that area. I think it is a novel rule to help keep the players on their toes even though at the start of the battle round you can see everyone's units.



 The cards for the game add flavor and many various strategies. One of the strongest cards the 'British Regular' player can use is the 'William Johnson' card. He was the British Crown's ambassador to the First Nations. His influence among the Iroquois was immense. Joseph Brant's sister Molly Brant was his consort. When using this card for the entire turn, all Natives allied to the French become allied units to the 'British Regular' side.



 Speaking of them, the First Nations become an ally of whichever side, British of French, that place a unit in that First Nations territory. If the French or British move all of their pieces out of a First Nations territory that First Nation reverts to becoming independent, essentially neutral.

 The map is well done and mounted. The actual forces of both sides are small colored plastic squares. The cards, dice, and actual counters are of good quality, with the writing on them large enough for even me to read them.



 The game itself is on the lower end of the complexity scale. The setup is straight forward and the rules and game play are fast and deadly. This is a great game for two to four players that do not have much space or a very long time to play.  I believe it would be a perfect game to use as a conduit from a game like 'Risk' to introduce budding generals to the wargaming community.  Several of the Academy Games have been used by teachers to try and make history more hands on for their pupils.  

 Robert

Mike Sandbagger Norris Nieuport 11 build Mike Sandbagger Norris Nieuport 11 build

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



Mike Sandbagger Norris Fokker DR1 build! Mike Sandbagger Norris Fokker DR1 build!

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




Episode 2 of the podcast is up! This episode features a review of the movie Dunkirk, a look at what's been posted here on AWNT in t...

Skirmish Line Podcast - Episode 2 Skirmish Line Podcast - Episode 2

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


Episode 2 of the podcast is up! This episode features a review of the movie Dunkirk, a look at what's been posted here on AWNT in the last few weeks, first impressions of Tokyo 42 and Space Tyrant, and finally a review of Legacy of the Weirdboy, the first DLC for Sanctus Reach. I hope you enjoy listening, and I am still very much open to feedback and suggestions. Thanks!






Joe Beard

GGWITW on Steam NOW       LINK TO GAME ON STEAM

GGWar in the West on Steam and on sale! GGWar in the West on Steam and on sale!

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

GGWITW on Steam NOW

 
 
 

Celebration Time        Well the website has passed the 300,000 views mark since it's birth last April! Oh and it's the e...

We've hit 300,000 views!! We've hit 300,000 views!!

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

Celebration Time

 
 
 
 Well the website has passed the 300,000 views mark since it's birth last April! Oh and it's the editors birthday today..double celebration!
 
We wouldn't be where we are today without all of your readers! So big thanks to each and everyone of you!
 
 

Fighting The Somme by Jack Sheldon  Well gang, I am here to report that Jack Sheldon has done it once more. His num...

Fighting The Somme By Jack Sheldon Fighting The Somme By Jack Sheldon

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



by






 Well gang, I am here to report that Jack Sheldon has done it once more. His numerous books on the German army in World War I have almost become the stuff of legends. They are not only jam packed with history, but also have tons of first hand accounts. 'Fighting on The Somme' is no different. There have been tons of books written about the battle from the British side, from paeans of praise for Haig to the more well known 'lions led by donkeys'. But you cannot have a battle with only one side, and this is where Jack Sheldon comes in. We have all read numerous accounts of the battles for the Schwaben redoubt, but now I know exactly why. It was the linchpin of the German defense. I will use the author's own words about the redoubt:

" The priority thus afforded to the vital ground (by the Germans) is in sharp contrast to the position adopted by General Haig, commander of the BEF, as recorded in his diary following a tense meeting with General Joffre during the evening of July 3d. 

"Joffre pointed out the importance of our getting Thievpal Hill ... I was considering the desirability of pressing my attack on Longueval ... at this General Joffre exploded in rage. 'He could not approve of it'. He 'ordered me to attack Thievpal and Pozieres ... The truth is the poor man cannot argue, nor can he easily read a map."

 "On the contrary, the fact of the matter is that, after two years of directing major battles against the German Army, Joffre had developed clear ideas about what was considered important by his enemies. he definitely could 'read a map', could spot a Schwerpunkt (point of main effort)  when he saw one, but the command relationships meant that he did not have the power to order General Haig to do anything." 

 The tragic part about the Schwaben redoubt is that it was captured on the first day of the Somme by British soldiers, only to be lost in a counter attack.

The chapters of the book are:

In the Beginning Were The Reformers
Falkenhayn's Folly: Sleepwalking To Near Disater
1st July 1916: The Battle For The Schwerpunkt
Haig Lets The Defence Off The Hook. 1st-15th july
Army Group Gallwitz: A Failed Experiment
Hindenburg And Ludendorff Pick Up The Pieces
Strained To Almost The Breaking Point
Pyrrhic Victory Or Bloody Stalemate 

 Falkenhayn (chief of the German Great general staff) was too interested in his operations at Verdun to 'bleed the French dry' to objectively listen to General Fritz Von Below and his warnings about the French and British looming attack on the Somme. Even after the Allied attack, Falkenhayn only reluctantly released troops from the charnel house of Verdun to the Somme area. So, in many ways the Battle of The Somme fulfilled its role in taking pressure off of the French Army at Verdun. It is true that the Allied, and especially the British Army, spilled much more blood than necessary at the time. The British Army was, in 1916, a force that had to deal with a lot of growing pains. Unfortunately they had to learn many things on the job. The author shows and explains these points and more.

 Mr. Sheldon has, as usual, done a superb job in showing us the thoughts, actions, and reasoning behind the German defense. His chore is made that much more difficult because of the loss of most of the Prussian records from WWI in 1945. He shows that the battle was a learning process for both Armies. The author ends the book with an insightful look at the battle as a whole, and its repercussions for both the German and Allied Armies.


Robert

Book: Fighting The Somme
Author: Jack Sheldon
Publisher: Pen And Sword
Distributor: Casemate Publishers

Mark Antony A Plain Blunt Man by   Paolo de Ruggiero        The author states on page 161: "Suetonius is i...

Mark Antony A Plain Blunt Man by Paolo de Ruggiero Mark Antony A Plain Blunt Man by Paolo de Ruggiero

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



by


 Paolo de Ruggiero 
  




 The author states on page 161:

"Suetonius is impartial and credible when he frowns in disgust at the image of a father, and son, after Phillipi, forced to roll die for who would survive, and then Octavian giggling at the suicide of the survivor in front of the body of the deceased. Let's read his comments:
"His conduct so disgusted the remainder of the prisoners, including Marcus Favonius, a well known imitator of Catos's, that while being led off in chains they courteously saluted Antony as Imperator, but abused Octavian to his face with the most obscene epithets".

 Historical figures, especially generals, are much like boxers or sports figures in general. We somewhat remember their glory, but always bring to mind their last attempt at fame, no matter how much it hurts to see the fall of the mighty. If Pompey had died of natural causes right after subduing the pirates, we would find library shelves full of him. If Caesar had survived the Ides only to fall to a Parthian arrow in defeat, would there be that many books about him? Mark Antony, much like many others, lived too long. He has had many books written about him and his last wife, but it is always about Antony the loser. The Gods have not been kind to Mark Antony. The winner always writes the history. So Antony is shown as a love-besotted fool, incapable of anything but obeying Cleopatra.

 The author is to be commended; he tries to set the historical record straight. Mark Antony was ruler of half of the Roman world, and he was Caesar's second in command. This is not revisionist history, but just history. You did not become ruler of half the Roman world then because of your name, you had to earn it. Through all of Antony's ups and downs he was respected by most of his countrymen. If he lost to the Parthians, so did many other Romans down through the years.

 Antony had three wives: Fulvia, Octavia, and Cleopatra. Cleo is the one who gets all the press. I think there should be a larger fan base for Fulvia. The first woman to be on Roman coins, she also led a civil war against Octavian for her husband. She was a firebrand who had helped all three of her husbands to work the Roman mob.

 The author raises many good questions, such as why does Plutarch despise Antony's suicide so much? It was considered noble to end ones life in such a way. Cato, Cassius, and Brutus etc. are not slandered for it, so why Antony? Plutarch's words:
"Antony took himself out of the world in a cowardly, pitiful, and ignoble manner, but still in time to prevent the enemy from having their person in his power".

 I will end with the author's words:

"Shortly thereafter, Marcus Antonius, cavalry commander, military Legate, Quaestor, Augur, Master of Horse, Consul, Procunsul, Enemy of the State, Triumvir, last leader of the Hellenistic world, exhaled his last breath between the arms of his lawfully wedded wife, Cleopatra VII Thea Philopater of the house of Lagos." 


Robert 


Publisher: Pen And Sword
Distributor: Casemate Publishers

 

hpssims.com