Order of Battle: Burma Road is the latest campaign add-on for the ever expanding Order of Battle family developed by The Aristocrats. Ear...
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Order of Battle: Burma Road
Order of Battle: Burma Road is the latest campaign add-on for the ever expanding Order of Battle family developed by The Aristocrats. Earlier this year I reviewed OOB: Kriegsmarine, which saw the player take on another side of the war not seen too often in wargames. Although Kriegsmarine was forced by practicality to move from historical naval actions to fictional Nazi pipe-dreams rather quickly, this new DLC featuring the British Commonwealth forces is loaded to the brim with historical, yet often forgotten, battlefields.
Although I consider myself a WW2 history buff, I must admit that this theater was one I knew almost nothing about going in. I knew the British had to fight throughout the region to defend India and other holdings, but I couldn't have named a single important battle. Imagine my surprise when halfway through the campaign I take a break from fighting off the Japanese to visit Bombay where I'm tasked with tracking down and arresting Ghandi! Not the kind of thing you expect to see in a wargame. However, I enjoyed the change of pace, and the history lesson attached.
Unlike some of the other campaigns, Burma Road doesn't seem to add many new features to the overall game structure. The only significant difference I noticed was a more extensive use of friendly AI units than I've seen in the other campaigns (though I haven't played them all just yet). This fits thematically, since the Commonwealth forces were made of units from many different nationalities. Your core of British regulars will often find themselves fighting alongside various colonial forces, sometimes under your direct control, and sometimes not. You can also add some of the weaker colonial infantry to your core units at a cheap price, or get a nice splash of flavor by adding a unit of Gurkhas to your team. There are also SAS and SBS units to unlock, and all the British machines of war you know and love: Spitfires, Crusaders, and heavy artillery are all on tap.
While this campaign does not shake up the core gameplay much, the scenarios available should please any fans of previous OOB installments. The rough terrain of southeast Asia makes for a tricky battlefield where putting units in the right positions is key to making them useful. Jungles, swamps, and hills are prominent on many of the maps, which can make even a large battlefield feel rather cramped. Frontage becomes a critical issue and you will not always have the option to make a flanking maneuver, unless you are willing to send a unit through the jungle, which may reduce its cohesion. You can, and must, use this to your advantage as well. In many of the scenarios you facing an onslaught of Japanese units that outnumber your troops. Setting up a line of defense on tactically smart ground will keep your boys in the fight longer, and save resources for upgrades instead of replacements.
I found the actual objectives of the missions to be varied and interesting. Most missions will start you off with one objective, then throw some new twist at you midway through. Your decision will usually be to determine what share of your forces you want to dedicate to different sections of the battlefield. It's not uncommon to be defending in one area and attacking in another. Given the heavy amounts of jungle on most maps, you will also want to send out fighters and scout cars to do reconnaissance when you can spare them. Fighting every enemy unit is usually not necessary, and it can make more sense to maneuver around difficult spots to complete your goals with minimal losses.
This campaign is focused primarily on ground and air forces, with naval units only making occasional appearances. I found that ruling the skies was always very important, if not particularly challenging. The Japanese have some deadly tactical bombers that will inflict a lot of casualties on your forces if you don't take them down quickly. This is pretty easy to accomplish though, since your Spitfires and Hurricanes can make quick work of the Japanese fighters and then go after the bombers. You can also pick up some experienced squadrons by completing bonus objectives. One is the American Flying Tigers, which can be added to your force to make it even more culturally diverse.
Overall, I found this to be a solid addition to the Order of Battle line up. While it doesn't shake things up too much, it takes a proven formula and uses it to explore a less well known section of the war. No one would have been shocked if The Aristocrats had visited the old standards like Normandy, Barbarossa, or Bastogne first, but I'm glad they are taking the road less traveled. This game play, if you are the type who enjoys it like me, is perfectly suited to tackling so many small and medium sized sections of the war. A North Africa and Mediterranean campaign would fit it like a glove, for example. Final verdict: keep the campaigns coming, I think this game still has a lot of room to grow.
This is the second book in Gordon Thorburn's 'Luck of a Lancaster' series. The first follows the fortunes of an single ai...
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More Luck of a Lancaster by Gordon Thorburn
This is the second book in Gordon Thorburn's 'Luck of a Lancaster' series. The first follows the fortunes of an single aircraft that managed to return successfully from 107 sorties. This book copies that formula and recounts the sorties of tail number EE136 WS/R 'Spirit of Russia'. Interestingly both aircraft were from No. 9 Sqn, a unit which exists to this day. I have subsequently learnt that of the approximately 7,000 Lancasters built, there were just 36 that survived more than 100 operations.
First things first, I read this book in two sittings. It's not a particularly long book (147 pages) but what there is, is gripping, exciting and it receives, from me, a book-lovers highest recommendation, 'I couldn't put it down'. It is a rare non-fiction book where I find myself reading long into the small hours and wanting to find out how the crew fared on their next sortie.
Pen & Sword Publishing have this book in stock for £15.99.
I suppose I should say that my review of this subject matter may be more subjective than most. I have served in a very similar professional role to those depicted in this book, albeit their circumstances and risks they were willing, and in some cases eager to take are, for me, beyond comprehension.
The author cites No. 9 Sqn's Operations Record Book (ORB) frequently throughout the text and rarely expands the abbreviations. A typical entry might read:
Hamburg after Bomber Command and US 8th Air Force visited |
The title of this book gives the impression that it covers the escape attempts of captured military personnel during WWI. A more acc...
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Voices in Flight Escaping Soldiers and Airmen of World War I by Martin W. Bowman
The title of this book gives the impression that it covers the escape attempts of captured military personnel during WWI. A more accurate title would be "Airborne shenanigans during WWI", admittedly this is not as eye-catching a title; but what 'escaping' there is, is tucked up nicely in the last few chapters of the book. What you have to read to get to that point is however a fascinating insight into the personal exploits, predominantly of airmen - not soldiers, during the conflict. I enjoyed the entire book and was constantly struck by just how far we've come in 100 years of aviation [military] and in comparison what was considered acceptable then to today. For example during the first 5 days of the Battle of Arras, the author tells us that 75 aircraft were lost and 105 aircrew - a figure unthinkable today and sobering to consider.
When I opened this book my eyes felt assaulted by the walls of text on each page. This may sound like a silly criticism but the typesetting felt very cramped on the page. I'm sure the author is not to blame for this but it did look like someone had taken an un-formatted document file and bound it into a book. This did surprise me as no other book I have from Pen & Sword Publishing (P&S hereafter) has this style of typesetting. The publishing quality of my other P&S books is very high, maybe they had a page limit to fit this work into ...?
Each chapter opens with a short excerpt from a personal journal or what I assume to be official dispatches from the front or other such source. Then the author goes on to give the context and throughout each chapter reveals more of the personal account or event. I found this style of having two voices in a chapter engaging. The chapters finish with a note section, rather than at the end of the book which allows for much quicker lookup of the referenced material.
I am professionally aware of military aviation and have spent countless hours surrounded by pictures of old planes from the Royal Flying Corps and the Royal Naval Air Service. There were more than a few occasions throughout this book which jogged old memories of reading medal citations contained within squadron display cabinets. I was very grateful to the author in fleshing out each account and providing the sources and more of the back story as much as he did. There were still many stories of which I knew nothing and I was surprised at the seemingly, ubiquitous role the formative RAF had in WWI.
The focus of each chapter is a different individual and in its entirety this book comprises a who's who of aviation legends; Immelmann, Handley Page, Richtofen to name a few. One name that stood out to me for all the wrong reasons and which takes the best British military officer's name I've ever heard, was Sqn Cdr Joseph Ruscombe Wadham Smyth-Pigott. It feels slightly cheeky to say that the character of Blackadder's Lord Flashheart came to mind several times through reading this book...
One of the most poignant chapters involves the story of Reggie Marix, who after capturing a German cavalry captain and confiscating his sword, offered the POW his pistol in order to end the suffering of his stricken horse; an honour that Reggie thought the German should still have. The chapter goes on to relate how the confiscated sword found its way back to the German many years later and is quite touching. This example, and several others throughout the book, hark back to the days of chivalry and honour which arguably has disappeared from modern battlefields.
I think this book would be enjoyed by a relatively wide audience, although convincing the wider audience of that would be a challenge. If you're not interested in military history then nothing on the cover suggests that a person that only reads biographies would also enjoy it. The book's focus is on individuals and their personal stories in which they are, to me at least, doing amazing things. It's not a historic retelling of the tactics or strategies of WWI but focuses right down at the lowest, human level. In our time, these gentlemen would be celebrities in their own right and lauded for their courage, tenacity and skill. The reader is free to draw their own conclusions to how the majority of today's 'stars' stack up in comparison.
If you would like to pick up a copy of this title, P&S currently (Aug 2017) have a sale on it. However I will just link to their store page and the RRP of £25.00. I highly recommend this book.
FIELD COMMANDER NAPOLEON Back to a leader and a period which is probably the most gamed outside of WWII: the Napoleonic wars. Back ...
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Field Commander Napoleon
FIELD COMMANDER
NAPOLEON
Back to a leader and a period which is probably the most gamed outside of WWII: the Napoleonic wars. Back too to a games company that I highly rate and to one of their signature solitaire series, the Field Commander series. DVG [Dan Verssen Games] has always focused primarily on solo play and I cannot think of another company with such a consistent track record in this field.
This makes for ease of play, but is offset by a uniformity and conformity that cannot help but make you feel that you are playing a very similar situation whatever country, whatever campaign, whatever year and even whatever the enemy.
Fighting in Russia, fighting in Spain or fighting in France and so on seems to make little or no difference. I began to feel that I was solving a puzzle and learning very little about each Campaign. Yes the Russian campaign has some very basic special rules about weather [and so it should], but by and large over the range of campaigns, Special rules are minimal.
Other than the names changing and the configuration of where cities are, you gain no knowledge of why the campaign took place here. Nor will you even follow anything like the path each campaign took, as will become clear when I deal with some of the basic rules.
Victory is almost entirely governed by city control and - to add to the lack of variety - all battles are played out on the one and only battle board.
Attractively done, but no room for variation. This aspect is for me the downside of the inherent and obviously intended simplicity of the whole game. Visual compensation lies in the 512 military units. So many, because each campaign has its own set of units marked with the campaign year.
I particularly like the cavalry units that have a superscript Combat value, which means that if you roll low enough to equal or be lower than the superscript value you score two hits instead of one. Added to the main forces of infantry and cavalry are static garrisons, fortifications and cannons.
Arriving at the rule book, you'll find that the overall simplicity of design is mirrored in the rules.
First of all tying victory almost wholly to city control means that history tends to fly out of the window, as bringing the enemy to battle and destroying the enemy army tended to be the goal far more often, especially for Napoleon.
Next the AI system for Enemy Movement produces a wholly arbitrary and random set of results. All the units in one area have to be divided into stacks of three units and then each stack of units is rolled for separately. The outcome - some stay put, some wander off away from the French and some advance towards the French. This system is vital to break up the, at times, large and powerful enemy forces at start and, as we know from history, the various coalition forces that faced Napoleon were prone to some calamitous errors, but this is verging on the ridiculous.
In its way it does simulate the fact that Napoleon would manoeuvre to defeat his enemies piecemeal, but in many cases that would be achieved by his speed and use of interior lines to meet and overwhelm one force before it could unite with another. Here it seems almost the reverse, that Napoleon waits to pounce when the united forces decide [on the roll of the dice] to wander away from each other. Not to say that it doesn't make for an intriguing and interesting situation at times, but [to take a quote out of context] "Ce n'est pas la guerre!"
Nor is battle very convincing on discovering that you, the French, can set up units in Line or Column, while the Enemy must always set up in Column [often a disadvantageous formation]. This may be intended to represent greater French flexibility, but as the Napoleonic army was famed for attacking in column, it is another point at which I scratched my head and wondered!
As always the rule book concludes with a very good, lengthy example of play. With the simple set of rules, perhaps this is one occasion when it is less necessary, but still very welcome.
Box front Sovereign of the Seas is a strategic 2 player naval wargame set during a 50+ year period of almost continual European and ...
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Sovereign of the Seas
Box front |
First scenario. Setup, finally! |
British and French line of battle |
Average counter density |
Dice not included...Cdre Rodney aboard HMS Royal George is seriously injured but claims a resounding victory for British naval power. |
I don't think that a board game is the best medium for the designer's vision to shine. A computer version for example, would automate counter management and help with several graphic design issues. Around the map are Port Control Boxes, they are broadly adjacent to their geographic location but I found myself searching for the Port Control Box on the wrong side of the map on many occasions. Also, the French and Dutch flags are so similar yet the artist has decided to vertically align text on some of the games control markers that make distinguishing the two nationalities tiresome.
store locator to find your nearest board game retailer.
Ogre from Steve Jackson Games is coming to the computer Key Info Title: Ogre Platform: PC via Steam Steam Page: stor...
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Ogre
Key Info
Title: Ogre
Platform: PC via Steam
Steam Page: store.steampowered.com/
Release Date: October 5th, 2017
Official Website: sjgames.com/ogre/
Developer: Auroch Digital & Steve Jackson Games
Publisher: Auroch Digital
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Everything we’ve released to support the game so far is kept here.
What is the Ogre video game?
Made in partnership with Steve Jackson Games, Ogre is Auroch Digital’s digital adaptation of the classic tabletop wargame.
Ogre is a turn-based strategy game set in the near future, where infantry, hovercraft, tanks, and deadly cybernetic behemoths called Ogres, do battle.
Ogre requires tactical precision and strategic planning, whether in the single player Skirmish and Campaign modes, or against opponents across the world in asynchronous multiplayer.
How does the game play?
Ogre’s straightforward rules and strategic depth are part of its genius, and the reason for its lasting appeal.
If you’ve ever played the original game, then rest assured that this video game adaptation is faithful to it. For those new to the Ogre universe, the basic structure is as follows:
Movement Phase
A player moves their units up to their maximum movement allowance, taking into account the various types of terrain hexes on the map such as craters, forests, towns, and so on. In this phase players can choose to perform Ram and Overrun attacks with their vehicles.
Disable Check
Units that are in Swamp, Rubble, or Forest terrains check to see if they have become immobilized. If so, they are unable to take part in attacks.
Fire Phase
All player units may attack their chosen targets. Players attacking with an Ogre choose which tanks, infantry, or other targets to fire upon; those going up against an Ogre unit attack certain parts of the Ogre such as the tracks or guns. Whether the attack is successful or not is determined by a table of possible results based on a die roll, modified by vehicle type, weapon class, and more.
Second (G.E.V.) Movement Phase
Speedy units called G.E.V.s (ground effect vehicles) then get to move again, making them nimble opponents.
Turn Ends
The player then passes the turn over to their opponent.
Recovery
At the beginning of the player’s next turn, Disabled units have the opportunity to recover. The game then returns to the Movement Phase.
How faithful is this adaptation?
Very faithful! In 1977, Ogre’s clear rules made wargaming accessible to a wide audience. This digital adaptation takes that approach even further by automating a number of the processes and elements of administration in the physical game.
These changes increase the pace of the experience and make turns quick and effortless even for new players, while keeping the rich strategic choices that Ogre veterans expect.
What content can players expect to see?
The digital adaptation comes with a wealth of units, including: Light, Heavy, Superheavy, and Missile Tanks, G.E.V.s, Infantry, Marines, Howitzers, and Ogres (Mark I through Mark VI), plus Trains and Command Posts.
Players can play as either The North American Combine or The Paneuropean Federation, upon a variety of maps bursting with tactical opportunities.
A generous Campaign called Nightfall, specifically written for the video game, awaits commanders in single player, as does a Skirmish mode that allows players to setup games of Ogre with specific conditions. A tutorial is on-hand to teach new players the fundamentals of the game as well.
And when ready, players can take their skills online to compete against people around the world.
About Steve Jackson Games
About Auroch Digital
Grouchy's Waterloo The Battles of Ligny and Wavre By Andrew W. Field Marshal Ney, ('The bravest of t...
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Grouchy's Waterloo By Andrew W. Field
Marshal Ney, ('The bravest of the brave', Prince of Moscow, Le Rougeaud) was a singularly unlucky man. In 1813, he had the chance to fall upon the Allied rear at Bautzen. If he had, history might have been changed. In 1815 he was again responsible for letting an Allied army, the Prussians, off the hook at Ligny. He was also the only Marshal to be shot for treason for joining Napoleon in 1815. Ney ordered d'Erlon's corps back to Quatre Bras just as it was about to fall on the wavering Prussian right flank at Ligny. If d'Erlon was able to attack the Prussians, it may have sent their army fleeing. Instead, the Prussians were able to retreat in a more orderly fashion.
Napoleon blamed Ney and the newly created Marshal Grouchy for his loss at Waterloo, and so have many historians. This book follows Marshal Grouchy through the battle of Ligny under Napoleon's watchful eye, and the battle of Wavre where he was left to his own devices. The reason I mention Ney is that his blunder had a tremendous effect on Grouchy's subsequent orders and mission. Napoleon's 1815 campaign was full of what ifs. He was able to drive a wedge between the the Anglo-Allied army and the Prussian one. Then he defeated the Prussians at Ligny on June 16th 1815, only to lose at Waterloo on June 18th. Napoleon's defeat at Waterloo was mainly caused by the Prussians being beaten at Ligny, but not routed. This is where the part of Grouchy in this history becomes so important. Grouchy was ordered to follow the Prussians and keep his sword in their back.
The author, Mr. Field, has published three books (with a fourth on the way) on the 1815 campaign from the French perspective. They are:
Prelude to Waterloo: Quatre Bras
Waterloo: The French Perspective
Grouchy's Waterloo (this book)
This is the third in the series. The author gives us an excellent account of the two battles of Ligny and Wavre. If that was all a book on the subject had to do, it would probably would have been a much easier task for the author. Unfortunately for him, this campaign has been written about probably more than any other campaign in history. The arguments over this campaign and its battles and personalities have raged over the last two hundred years. The list of should, could, and would haves are almost endless.
As mentioned, Ney and Grouchy are the favorite punching bags of historians and armchair generals. As the author shows, the questions about Grouchy start even before the campaign in Belgium began. Many, even at the time, questioned Grouchy's elevation to the Marshalate. We have, or at least we believe we have, all of Napoleon's orders to Grouchy. The book clearly shows them and what it entailed because of them.
The author shows that Grouchy did exactly as he was told per his orders, nothing more or less. The point of conjecture here is what Napoleon ordered compared to what Soult, his then chief of staff, sent. Soult, although a fine general, was no Berthier. Why do accounts show Napoleon expecting Grouchy to show up on his right? Why did so many French officers on the right believe they were there to make contact with Grouchy? Was it all just wishful thinking? To me, the most telling part of what was expected of Grouchy is in the absence of a negative response from Napoleon, chastising Grouchy when troops showed up on his right at Waterloo. In the beginning, no one could tell if they were Prussians or French soldiers.
As the author shows, the 'Grande Armee' of 1815 had nowhere near the mettle of the armies during the year1805 and others. Its morale was actually brittle.
Mr. Field contends that you cannot judge the orders and actions of officers of the 19th century with 21st century thinking. He asserts that in 1815 there was no leeway in orders. I am not wholly convinced by his arguments that this was unilaterally true. Napoleon's and Jomini's writings suggest otherwise to me. However, this might me be their own Monday morning quarterbacking. It is quite possible that Napoleon's undoing was his inability to clone himself when armies and battles grew larger.
This book, when taken by itself, is a great addition to the history of the campaign. When looked at in conjunction as the third volume of four on the campaign, these books are a treasure trove of information from the French perspective.
I for one believe the 1815 campaign was decided, along with Napoleon's fate, when Marshal Berthier refused to rejoin Napoleon. If Marshal Berthier was chief of staff most, if not all, of the errors on the French side would never have been committed.
Robert
Book: Grouchy's Waterloo: The Battles of Ligny and Wavre
Author: Andrew W. Field
Publisher: Pen And Sword
Distributor: Casemate Publishers
Today I have a special treat, an interview with Johan Nagel, founder of Every Single Soldier, a studio which has brought us several ...
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Interview with Johan Nagel from Every Single Soldier
Today I have a special treat, an interview with Johan Nagel, founder of Every Single Soldier, a studio which has brought us several high quality games in the last few years. Vietnam '65, Afghanistan '11, and Carrier Deck. He discussed with me the past, present, and future of his company. Enjoy!
AWNT: Tell us a bit about yourself, what was the path that led you into playing wargames and eventually into producing your own games?
AWNT: Well, you sound like a very busy man, so I'll let you go. Thank you for your time!
ESS Official Website: http://www.everysinglesoldier.com/
All of the games discussed can be found on Steam, the Apple App Store, and on http://www.matrixgames.com/
- Joe Beard
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