Caracalla A Military Biography by Ilkka Syvänne Why did the names of some of the worst Roman emperors start with ...
For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!
Caracalla A Military Biography by Ilkka Syvänne
The Battle of Tours by Turning Point Simulations Turning Point Simulations have decided to use Edward Creasy...
For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!
The Battle of Tours by Turning Point Simulations
The following is a run through of a turn of the game. The ziploc version does not come with a ten-sided die, but the game has two different sets of 0-9 counters.
The Muslims move first on turn one. The left contingent of the Muslim line has passed its activation roll and it is going to move and attack. The game represents eastern archer warfare well. The Muslim light cavalry/archer units can move fire and then move again. It costs one movement point to fire missiles. Both light cavalry fire and then withdraw. The Franks start in a shield wall so that gives a -2 to the roll, and the light cavalry are one hex away so that gives a +1 to the missile die roll. Both units fail to make a hit on the missile chart and move back from whence they came.
The two Muslim heavy cavalry units will attack the end of the Frankish heavy infantry line. They get a +1 for having the Muslim leader present (Abd ar-Rahman) and a -1 for attacking heavy infantry. They get a 'disordered' result against the Frankish heavy infantry. The other Muslim heavy cavalry has to attack the other Frankish heavy infantry to its front. It gets an engaged result on the shock attack chart.
Victory is determined by whichever side accumulates fifteen eliminated units first. There is a victory check at the end of each turn. The games play out much like a game about Hastings. The Frankish player has to know exactly when to break from his shield wall because of all of the defensive bonuses it gives. The Muslim player has to hope for good rolls for his light cavalry to cause disorder in the Frankish ranks that he can then take advantage of with his heavy cavalry.
If you like the folio type wargames with simple rules and a small counter mix, then this game is perfect for you. I happen to like them, and this game, and I feel it does a great job of reproducing warfare in the eighth century in Western Europe. I believe these types of games have allowed wargaming companies to bring us a much larger amount of battles than would be available without this format. They are also good for the wargamer's wallet.
Robert
The Japanese Battleship Nagato by Dmitry Mironov These books by Kagero on warships are subtitled "Super ...
For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!
The Japanese Battleship Nagato by Dmitry Mironov
The book also comes with a separate black and white scale drawing of the Nagato. The ship is seen in 1:350th scale, while the main turrets are done in 1:200 scale, and the small guns etc. are done in 1:50th scale.
The Nagato was laid down in 1917, and for a few years she and her sister-ship Mutsu were arguably the toughest battleships on the planet. The Nagato's original bow was a problem in heavy seas, and it needed to be completely redesigned.
The ship was updated at several times during its career. She was actually the flagship of the Japanese first battleship squadron, at least until the Yamato came along. The Nagato was bombed several times during World War II, but she was one of the few remaining Japanese capital ships to survive the war.
The drawings in the book show the Nagato as she looked in 1944. The only thing I would have liked to see added would be to have a few cross section cut-away drawings of the inside of the ship.
For the modeller and hobbyist, this book and Kagero's numerous other naval books are a gold mine of information.
Robert
Book: The Japanese Battleship Nagato
Author: Dmitry Mironov
Publisher: Kagero
Distributor: Casemate Publishers
After a reviewing a couple of heavier wargames, I decided to spend some time with something a bit, ahem, lighter weight. Light Appren...
For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!
Light Apprentice
Star Wars: Imperial Assault (SW:IA) probably needs no introduction here, but Fantasy Flight Games (FFG) have just released a compani...
For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!
Star Wars: Imperial Assault and Legends of the Alliance
Star Wars: Imperial Assault (SW:IA) probably needs no introduction here, but Fantasy Flight Games (FFG) have just released a companion app that allows full cooperative rebel play against the app-driven Empire. This review will cover both the game and the brand new Legends of the Alliance app.
As with nearly all FFG games, this is dripping with theme. In fact, the theme makes this game stand out above all my other dungeon crawlers. If you enjoy the Star Wars universe then I feel pretty confident that you’ll enjoy this game. It really does feel like you’re playing as a small group of rebel operatives launching guerrilla raids on Empire outposts. The Story Starts just at the end of A New Hope with the remnants of the Death Star crashing down onto Yavin 4.
3rd Mission of the traditional campaign game. |
SW:IA was released in 2014 and it is pretty much a re-skin of Descent 2nd Edition. If you know that game, this one will take you about 1 minute to grok the elegant line-of-sight rules and appreciate the subtle difference between the Overlord player (in Descent) and the Imperial player in this game. In my playgroup, it felt like there was a little less downtime between players.
The game can now be played in three different ways, the standard PvE-like (1 vs many) campaign game - which is where my jam is. The PvP skirmish game or now, thanks to the app, as a fully-cooperative (or solo campaign) game. In the UK the game has an RRP of £92.99 which hurts just a little bit. However, the app is free and it provides a completely different campaign for rebel players to play-through.
You get four rulebooks, count 'em four! |
The rules recommend that you also have someone familiar with the game to play as the Imperial player. There is hidden content revealed only to the Imperial player at the start of every campaign mission. As a rebel player, this is a great way to immerse yourself in an almost RPG-like experience. The hidden knowledge also provides a true sense of jeopardy and suspense, although that is tempered by the knowledge these missions have been thoroughly balanced to within an inch of their life to make them winnable by either side. I recommend that you have John Williams playing in the background to add atmosphere.
In my group, only 1 person had played this before, in fact, he owns the game and several expansions. I didn’t know this before picking Imperial Assault up as he is a new to my group, but he was perfect to give us a run for our money as the Imperial player. In our campaign, the rebels have won more than they’ve lost but if there was a consistent trend of one side winning then the game might become unwinnable for the losing side.
Your characters gain XP and access to new equipment and allies as they progress through the campaign. Unfortunately for those wanting to play as Luke or Han Solo they only appear as ‘allies’, appearing only to assist during particular missions. The Imperial player is not left without their own allies or ‘villains’, which may enter play as the rebels progress… There are a total of 12 ally and/or villain tokens in the base box. You can, of course, buy all the miniatures for these extra 12 characters but they’re not provided in the base box.
Some of the components... can you spot the AT-ST? |
Worryingly, the base box does come with an AT-ST miniature which is one of the best core-game miniatures I’ve ever seen. It is solid plastic, or at least it feels solid, and it sits approximately 12 cm (or 4” ¾ for those used to old money). I say 'worryingly' because as a rebel player it’s not come out to play in our campaign yet and I feel like we’ll be woefully underpowered when it does. Maybe Chewbacca will come out to help us? Either way, as a player and Star Wars fan I’m excited about the experience and intrigued by the lure of expansions.
Of course, if you want to play with all the goodies straight away you can make up your own army in skirmish mode. Players (just two) will each take a side and build their army using a traditional point-based system. This is done in secret and before both of you know what the particular mission will be. The mission is decided after the players have finished army-building by drawing a card from the Skirmish Mission deck. This make’s an enjoyable and fair mission but for the wannabe-tactician in me, I would prefer to know what my mission is before building and outfitting my force. I’m absolutely fine not knowing the enemy disposition, but not knowing my mission before I select my forces does feel a bit strange.
Everything but the insert |
The box and components are all glorious but I do have one niggle with the production. The stupid trench insert FFG insist on using in their big-box games. I didn’t mind it in SW: Rebellion (there were two trenches), I could fit everything back in ‘the trench’ in Mansions of Madness but in this, there is no way all of the terrain tiles, miniatures, tokens and card decks are going to fit back into the box. In the end, I just gave up and ditched the insert. I’m sure 80% of gamers will do the same. “Why bother FFG?” Please, either make the box smaller and ditch the insert, or the trench wider so that it can hold all the components that are in the box after it has been punched.
As you can see from the picture above, once you've ditched the waste-of-cardboard-insert, you have room for lots of expansions...
iOS Screenshot |
I’ve only played two missions with the app, but that wasn’t without some teething issues. I should caveat this with I tried this in the very first week it was released so I fully expect the problems I experienced to be ironed out. I initially attempted to run it on stock Android, albeit quite an old version and it hung on the splash screen. The app does say that if this happens. you should restart your phone. After restarting I could never start a mission, so I switched to an iPad which had no problem with the app.
If you’ve played the Road to Legend app, (for Descent 2nd edition) you know what to expect here. Legends of the Alliance is a slick and highly-professional app that makes an already great game even better, by allowing for solo play and fully cooperative modes. This may not be of interest to you but in this free app, it adds a completely new dimension to the game. If you own IA and didn’t know about the app, do yourself a favour and try it out. I am loving it so far and can see myself completing the campaign in it before my group finishes our traditional campaign game.
Whoops! |
Another benefit is that the app allows me to play a 2 player game with my son, who is just a bit young to fully control a group of rebels against his merciless father to enjoy it fully. With the app, we get to play together and in the Star Wars universe so it gets two thumbs up from him. Although there are far fewer faux-tortured breathy “... I am your Father!” quips. (He didn’t laugh the first time, I’m not expecting a laugh anytime soon, but I won't stop doing it).
Unlike the Descent app, I don't think the app changes the missions or encounters based on your collection yet. FFG has said that they will be implementing that soon as you expand your collection those additional figures and items will possibly turn up in the app-campaign. This is a great feature which provides a great reason to pick up the base game and some (affordable to you) expansions. However, I should mention and warn those of us who suffer from a completionist disorder that you’ll be spending the best part of £1200 to complete your Imperial Assault collection. Buyer game collector beware!
Shut up and take my money! |
The game comes with the expected plethora of tokens and different card decks, when it is all out on the table it is a bit bewildering for new players but the basic rules take about 30 minutes to fully explain (if you've got an attentive group) and after half a dozen or so activations there will be very few rules that require look up.
So many card decks |
My own token storage solution |
I love Star Wars and this game is a fantastic implementation of a great combat system in a universe I would like to visit. I’ve often wondered how good (and long) a grand-strategy and tactical game in the Star Wars universe could play out with all the different and individually excellent FFG Star Wars games we have today.
For example, you could play Star Wars: Rebellion as your over-arching strategy thread; Break out X-Wing the Miniatures Game or Star Wars Armada (I prefer X: TMG) to resolve the space battles; Then break out SW: IA to resolve any ground battles; While dressed in your finest Rebel fighter gear (of course).
If anyone is interested in a very long weekend of Star Wars gaming, full of theme music and tired jokes then let me know...maybe the day after watching the imminent Episode VIII - Star Wars: The Last Jedi.
You can pick up Star Wars Imperial Assault from nearly any Friendly Local Gaming Store and just in time for Christmas...
Amazing fact: FFG own 17 different Star Wars game titles, take that EA! (I have no idea how many current Star Wars games EA have released)
VentoNuovo Games Some of the Stalingrad Map VentoNuovo games is an Italian game company that opened in ...
For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!
VentoNuovo Games
The Luftwaffe Over Germany Defense of the Reich by Donald Caldwell and Richard Muller This book has a ton of...
For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!
The Luftwaffe over Germany Defense of the Reich by Donald Caldwell and Richard Muller
Robert
Book: The Luftwaffe Over Germany Defense of the Reich
Authors: Donald Caldwell and Richard Muller
Publisher: Frontline Books
Distributor: Casemate Publishers
The Operational Art of War IV by Slitherine and Matrix Games "It's here, it's here, let the b...
For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!
The Operational Art of War IV by Slitherine and Matrix games
Franco-Prussian War
Bitter Victory Sicily PO version (AI)
Coral Sea 1942 PO version (AI)
Bocage Hell - Normandy at 1 km a hex
Europa 1947
- The modeling of ships has been improved. Instead of treating ships as a single piece of equipment, like a gun or a squad, they are now treated as complex systems that incur damage in combat. Ships have new armor, durability, accuracy, speed, and agility parameters.
- Embarked units no longer employ their own strengths in defense. Naval combat now evaluates attackers’ Anti-Naval strengths as individual shots/planes – employing their shell weights to determine armor penetration and resulting damage.
- Sea Interdiction can now be employed by aircraft, ships, and coastal guns. Ships subjected to sea interdiction fire counterbattery back (or, in the case of carriers, counterstrikes).
- There is now an intermediate supply state that falls between “Supplied” and “Unsupplied”. It’s called “Overextended”. A new parameter called the Overextended Supply Threshold has been implemented. That is the location supply value below which locations are overextended. Units in such hexes will function somewhat between how supplied and unsupplied units function. The result will be that it will be much more difficult for units to press on at red-lined unit conditions from such locations.
- Motorized unit movement over improved roads can be set by the designer to be less than one MP per improved road hex (for example, ½ MP per hex). If optioned, this affects supply in that supply lines traced over improved roads will extend proportionately further than over other terrain, like regular roads. Note how this would especially affect desert scenarios.
- The limit of 50% unit supply recovery per turn has been lifted.
- Range Limits: Ranged units can have their nominal ranges player limited. This can be used to tailor bomber ranges to match fighter cover ranges or to make units with multiple range equipment operate within the range of the shortest-ranged equipment. The DBR will reflect the modified range.
- Deployment Recovery: Ranged units retain their deployment states after combat and ground assaulters can recover theirs if a planned combat is canceled.
- New Bridge Destruction Rules: There is an option to limit bridge hexes (for destruction purposes) to locations where the road feature graphically crosses the river feature.
- Combat Report Review. Combat reports are saved in the pbl/sal files for review by both players during their player turns.
- Adaptation of Matrix’s PBEM++ system."
"Well... $39 gets you... 72 cans (12fl.oz) of Milwaukee's Best in WV (at least when I was there), excluding the pills for reducing acid reflux. Now, seriously. The additional features (see Bob's reference) are more than worth it. As for me, I don't care about the UI; I want the inner works (under the hood?!) to be better than those of its predecessor. And they are. If I compare how the AI acted at my Tutorial '41 and now...woooo! The friggin' bugger even gave me a hard time! And I created the scenario to be a... walkover? As for me; I rather skip heartburn after 72 cans of MB's :)"
This is a screenshot of one of my favorite scenarios, the 1918 German offensives.
This is a zoomed out shot of the Pacific War at 25 km per hex.
This is the same scenario zoomed into New Guinea.
Marshal Ney at Quatre Bras by Paul L. Dawson Within the first chapter of this book, the author shows us the...
For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!
Marshal Ney at Quatre Bras by Paul L. Dawson
Within the first chapter of this book, the author shows us the two most important reasons for the failure of the 1815 Belgian campaign. First, the French Army had some royalist officers and men who defected to the Allies. The amount of these defections are usually glossed over in other books on the campaign. Second, without Berthier as Napoleon's chief of staff, the Imperial headquarters seems to have been run in a very sloppy manner. Officers did not know where all their troops were, and many messages between the different staffs seem to have been missed. While not a competent field general, Berthier deserves to be listed as one of the best chiefs of staff ever. His not returning to serve under Napoleon in 1815 is probably one of the key reasons for the failure of the campaign. As far as the desertions, the author states that four Carabiner officers deserted on the field of Waterloo.
The author does a very good job of detailing the performance of Marshal Ney from the 15th to the 18th of June 1815. He shows that Ney was handicapped by a lack of staff when he was appointed to the command of the left wing of the French Army by Napoleon on June 15th. Mr. Dawson shows how unnaturally timid Ney was on both the 15th and 16th of June. He goes on to show how nearly maniacal Ney became on the field of Waterloo. Unfortunately, we have only the written orders from the campaign, but the accompanying verbal orders have been argued about for more than two hundred years. In the author's eyes, among others, Ney lost the campaign by ordering d'Erlon's 1st corps away from the edge of the Ligny battlefield to help Ney at Quatre Bras. Of course, some of the blame also rests on d'Erlon for following Ney's order and not Napoleon's.
The book shows the battle of Quatre Bras in all of its details and changes of fortune from French to Allied throughout the battle. The charge of Kellermann's Cuirassiers is explained by the author to be not as suicidal as is sometimes written about. The book comes with a one page colored map of the battle, and seven pages of colored photos of the different places on the battlefield today.
The author shows that Ney unequivocally was sent, and received, a message from Napoleon that made it plain that Napoleon intended Ney to be part of a 'manoevre sur les derrieres' (move onto the rear) of the Prussian Army at Ligny. Ney's capture of Quatre Bras was supposed to be a movement to forestall Wellington being able to move to help the Prussians. As the book shows, Ney was hardly the best Marshal for Napoleon to have picked to have a ? command. His track record in 1813 should have precluded him in this command, but Napoleon had only so many Marshals to choose from.
Whilst Ney was nicknamed by Napoleon 'the bravest of the brave' (look at his exploits leading the rearguard from Russia), he was not the smartest of the smart. If Davout or Soult had been in charge of the left wing, they probably would have captured Quatre Bras, and d'Erlon would have helped crush the Prussians at Ligny, thus making the Prussian Army unable to intervene on the field of Waterloo. Ney was the only marshal charged with treason after the second fall of Napoleon. This brave man was sentenced to death, and shot by firing squad.
Ney's supposed comments at his execution were " Soldiers when I give the command to fire, fire straight at my heart. Wait for the order. It will be my last to you. I protest against my condemnation. I have fought a hundred battles for France, and not one against her ...soldiers,fire!"
Robert
Book: Marshal Ney at Quatre Bras
Author: Paul L. Dawson
Publisher: Frontline Books
Distributor: Casemate Publishers
Honoring Those They Led by Mark C. Yerger and Leslie K. Fiorenza This book is very different than what I had e...
For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!
Follow Us