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Ghost Panzer: Band of Brothers Remastered by Worthington Publishing    The game series name is based upon the S...

Ghost Panzer: Band of Brothers Remastered by Worthington Publishing Ghost Panzer: Band of Brothers Remastered by Worthington Publishing

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



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  The game series name is based upon the Saint Crispin's Day Speech, from Shakespeare's Henry V. These are some of the words that the bard puts in Henry's mouth the day of the battle. 

 "We few, we happy few, we band of brothers.
For he today that sheds his blood with me
Shall be my brother; be he ne'er so vile,
This day shall gentle his condition.
And gentlemen in England now abed
Shall think themselves accursed they were not here,
And hold their manhoods cheap whiles any speaks
That fought with us upon."

 Sorry, I know everybody knows it, but it still puts a lump in my throat.





  This game follows the 11th Panzer division through four years of war on the East Front. The divisions first commander was Crüwell later of Afrika Korps fame. The original troops of the division came from Silesia in Germany. This is the part of Germany that Frederick The Great stole from the Hapsburgs, and fought two wars to keep (War of The Austrian Succession, Seven Years War). 

 The game is on a tactical and squad level. The system is meant to replicate reality on the World War II battlefield without burying the player in a ton of rules. The rule book is set up to give you all of the rules, but also tries to show and walk you through any instance that may appear in the game.


Player Aid/Terrain Chart

 This game is different than most tactical games in a few respects. First, instead of just a battle or campaign you get to follow the Ghost Panzer Division from the start of the War in the East until almost the end of it. Second, there are no leader counters. Leadership is added into the counters' stats already. Third, the game has no CRT. I will post a bit of the designer notes:

 "Based on years of research, the game system uses a unique suppression mechanic. There are no longer two unique states for a unit, but varying degrees of suppression. This allows suppression to accumulate from multiple fire sources and means that the unit will not take take a morale check until it is asked to do something. You will never know for sure how your units will respond until they are needed"


Scenario Booklet


 So the game focuses much more on the morale side of battle rather than focusing on just casualties.This also increases the fog of war. So not only do you have to guess what your opponent is doing, but also wonder if your troops will follow orders.


Map Section

 The game comes with seven double-sided geomorphic maps that are 8 1/2" by 11". The hexes are large and are meant to represent forty yards across. The maps can be joined in all different ways to represent the battlefield being played on at the moment. The unit counters are large, at 7/8 inch in size. The action counters are 1/2 inch in size. The illustrations on the counters are well done, and represent infantry, tanks, planes etc. The numbers and other info on the counters are also large and easy to read. 


Rule Book

 The game comes with two player aid cards that have the terrain charts and situations chart on the back. The rule book is twenty pages long. It has two pages of play examples in it. There is also a glossary and an index of the rules. The scenario booklet is just as nicely done. All of the booklets and the aid cards are in color and are relatively easy to read. It would have been nice to see the rule book in larger print, but it has so much in it that it would then end up to be thirty to forty pages long. I have seen people posting about how long rule books make them not look at the purchase of a game, even if the game might interest them. So, this might have been for the better. The rule book is this long because it is for the whole series of the 'Band of Brothers' games. So if you learn or have the rule book for one game you now know the whole series. The scenario booklet comes with fifteen scenarios. As mentioned, the scenarios cover most of the war so the player gets to use a plethora of equipment on both sides to experiment and play with. One good thing about the counters is there a lot of them. One bad thing about the counters is there are a lot of them. The counters are large and thick, which is nice, unless your are trying to cut them away from the cardboard sprue. You will definitely get a workout of your scissor hand.


Counters


 The sequence of play is as follows:

Command Points Phase: Each player receives a certain amount each turn
Operations Phase: This is the phase where most movement and fire takes place
 Movement
 Infantry Fire: This actually includes tanks and guns also
Suppression and Morale Checks; MC in the rule book
Opportunity Fire
Final Opportunity Fire: This is for units that are marked 'used'
Rout Phase
Melee Phase
Recovery Phase

 Their are also special rules for the following:

Special Anti-Tank Weapons: Piats, Panzerfausts etc.
Flamethrowers
Mortars
Fortifications
Smoke
Night Scenarios 
Along with many others

 So as you can see, the game has all of the bases covered as far as what could or did happen on the battlefield in World War II.


Introductory Infantry Scenario


 As I have mentioned before in another review, tactical wargames are the toughest to get right. One can know how far a man can walk or run with a pack or certain weight. One can also know how far a weapon can shoot reliably and accurately. It is the time and other variables that make or break a tactical game. I might also add that the designer of a tactical game is playing to a rough crowd. In my almost fifty years of gaming, and reading about gaming, and listening to gamers grumble (hence our title grognards), tactical games, especially World War II tactical games, for some reason bring out the fightin' words in gamers. Every designer has an idea in his head of how tactical combat works. They base it on Dupuy or any other number of pundits on the subject. It is almost like they are directors of a movie or a playwright. The question usually comes down to: is it believable? I think the more important question is: is it fun? Is this game something you want to spend a few hours or more of your precious life playing? To me Ghost Panzer answers both those questions as a resounding yes. I believe that the rules give you a good representation of the tactical battlefield of the time. It also plays quick and is really fun. So, to you grognards, take a chance on someone else's vision and check out the Band of Brothers line. I have reviewed a good number of Worthington Publishing games and have never been unsatisfied. Going by the other reviews and their scores on BGG, I am not the only one by far.

 The other games in the series are:

Band of Brothers: Screaming Eagles Remastered
Band of Brothers: Texas Arrows
Band of Brothers: Epic Battles Expansion

Robert



 

Imperial Bayonets Tactics of the Napoleonic Battery, Battalion, and Brigade as Found in Contemporary Regulations George Nafziger ...

Imperial Bayonets by George Nafziger Imperial Bayonets by George Nafziger

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


Tactics of the Napoleonic Battery, Battalion, and Brigade as Found in Contemporary Regulations









 You would expect from the title that this book would just be a boring rehashing of some 18th and 19th century works. In this you would be totally mistaken. It is filled with many little known facts and surprising tidbits. Marshal Ney's, who is rarely represented as thoughtful, writings on grand tactical maneuvers is gone over in one part of the book. Under the chapter 'Operation of Combined Arms' you will find these three definitions by the author:

1) Moral ascendancy over the enemy and cause him to collapse
2) Hold him in place and punish him until he collapses
3) Maneuver the enemy into such a position where he has no chance of success and collapses 

 The book abounds with information This is not limited to the French, but also their allies and enemies.

 I have to say that I normally like my history dry, and without too much of the personal added to it. That being said, even I was a little hesitant to read this book. I have tried to read a few other books that have like sounding titles. Even I was forced to finally accept that they were too dry even for me. So, I had steeled myself for a trek through a desert before starting this book. I was extremely and pleasantly surprised once I started reading the book. This book by its very nature will appeal to only a subset of wargamers and history readers. The other point I would like to point out is that the title is a bit of a misnomer. It does include everything from the title, but also includes a lot more. These two chapters will illustrate this:

Operation of Combined Arms
Grand Tactical and Strategic Operations 

 The book is filled with illustrations to accompany the text. These are extremely helpful for we dolts to follow the sometimes intricate maneuvers. The book also has a large amount of tables in it. These range from musket accuracy to the different armies' marching speed, and the rate of fire of artillery. Most board wargamers are a bit oblivious to the information in this book, even if we can name all of the battles Napoleon fought and commanded in. Almost all of our games already have this information calculated for us. Not so for our table top brethren. To them this book should become their bible. If not that, at least it will give them a lifetime of arguments over their beautiful reproductions of battles.

 The information in this book is invaluable to anyone who wants to try and understand battle during the Napoleonic age. More than that, it is a reference material for wargamers and designers of those also.

 Robert

Publisher: Helion&Company 
Distributor: Casemate Publishers

Lützen and Bautzen Napoleon's Spring Campaign of 1813 by George Nafziger   This book is about a man ma...

Lützen and Bautzen: Napoleon's Spring Campaign of 1813 by George Nafziger Lützen and Bautzen: Napoleon's Spring Campaign of 1813 by George Nafziger

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



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 This book is about a man made miracle. Napoleon invaded Russia in 1812 with roughly 600,000 men all total. By early 1813 he was back in Paris, and the Grande Armee probably had only 60,000 soldiers, and half of those should have been in a hospital bed. Napoleon had slunk back across Europe, and was back in Paris. Napoleon was now to add another title to the long list of monikers he was given. Along with Emperor and Ogre, you could now use the word magician. He was able, like a stage magician, to pull something from his hat. In this case it was a new army. When he took the field in April 1813, he actually had more soldiers in his army than the Allies had in theirs. This campaign and book is about those young soldiers, the Marie-Louises (named after Napoleon's second wife). These men/boys were able to march and fight almost as well as the few grizzled veterans still with the colors.

 Dr. Nafziger has put another feather in his cap with this book. He is able to move seamlessly from the political to the military sphere. He also effortlessly goes from the strategic to the tactical without missing a beat or losing the reader. 

 The book itself is filled with black and white illustrations of the generals and other players. It also comes with a twenty-one page color section of maps. To top it off, in true Nafziger style there is an Order Of Battle that is almost 100 pages long.

 The book shows how Napoleon appeared among his enemies like a thunderclap. If it wasn't for some extremely bad luck and some very bad judgements of some of his Marshals, along with a lack of cavalry (Napoleon, for all his work, could not produce horses out of his hat). Napoleon should have scattered this group of enemies just as he had the earlier ones. 

 Unfortunately for Napoleon, and possibly Europe, the wheel of fate had turned. Even more than the 1814 Campaign, this one is adrift in what ifs. No matter how brave the young Marie-Louises were, they still died in droves. Napoleon was able to win both of the battles of Lützen and Bautzen, but due to his lack of cavalry he could defeat them but not crush them.

 The book goes from the back drop of the 1812 Campaign to the armistice in early June 1813. The author is able to take the reader to the battles and councils of both sides of the conflict and bring them both to life for the reader. Thank you for giving us another great book on Napoleon's campaigns, and especially for a book on the Campaign of 1813. I eagerly await the next one on the Battle of Dresden, and the second half of the campaign.


Robert

Publisher: Helion&Company
Distributor: Casemate Publishers

The Battle of the Odon by Georges Bernage  This book is a mesh of a straight forward history book and a photo boo...

The Battle of The Odon by Georges Bernage The Battle of The Odon by Georges Bernage

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



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 This book is a mesh of a straight forward history book and a photo book on Operation Epsom in 1944 outside of Caen. Usually books with this many pictures and maps etc. are a bit thin on the written history; not so with Battle of The Odon. Almost every page is covered with World War II pictures of people, places, and armaments. It is also filled with many pictures of the same from nowadays. The author has added tons of maps to enable the reader to follow along with no trouble. There are also many first hand accounts of the fighting to captivate the reader, but the author does not lose sight of the big picture. 

 The roughly 280 pages of the book follow the British and German forces from June 25th, 1944 to June 30th, 1944. It is pretty amazing that the author has found this much info and pictures dealing with just five days of the Battle for Normandy. The book follows the desperate defense of the Odon valley by the German SS troops. To quote the author "The resources committed by Montgomery were extensive, especially considering the enemy only numbered a few hundred infantrymen, who were supported by a hundred or so Panzers".

 From Tiger Tanks to Bren carriers, all of the armaments are shown. This is also one of the few books that I have read on battles or campaigns that show the amount of civilian casualties and their plight. There are pictures of the poor civilians trying to escape the fighting, carrying everything they can of their possessions. It really brings the human part of the battle to the forefront. 

 The author is painstaking in his efforts to tell the complete story of this battle. He also does not have an axe to grind, nor does he take any sides. This is history as it was meant to be, purely retelling an important part of our history without embellishment or any skew. The written history is done well enough for any history buff who normally eschews picture books. On the other hand, the amount of pictures and data is almost the same as a coffee table book. For those of you who actually remember any of the French you took, the author's books are available in English and French on the Casemate Publishers' site.

Robert

Publisher: Pen and Sword
Distributor: Casemate Publishers

Königsberg by Revolution Games  Normally, I try to stay away from games that one side cannot win outright. So, ...

Königsberg by Revolution Games Königsberg by Revolution Games

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

Königsberg

by

Revolution Games








 Normally, I try to stay away from games that one side cannot win outright. So, gaming the end game of World War II in Europe, especially 1945, is usually something that does not end up on my table. With these types of games, you have to do better than your historical counterparts did. Most of the time it is just holding a hex or hexes up until the end of the last turn, while inflicting more casualties on your enemy than was historically accurate. On the Soviet or Allied side you are trying to finish the war earlier than it did historically, or in this case taking Königsberg earlier and inflicting more damage on the Germans. You should not, as the Germans, in any game based somewhat on reality, be able to defeat the Russians in 1944-1945. You can only prolong the inevitable. However, I have even played games about trials so I will keep an open mind as I am playing.





 We will start with the facts, and "just the facts Ma'am". The game comes in a Ziploc bag and contains:

22'x34' Map
280 Counters
Twelve Page Rule Book
Color Player's Aid Card

 You could play the game as a three player one, with a player taking one of the 2nd or 3rd Belorussian fronts. The Russian player who has taken the most victory hexes would be the winner. That is, of course, if it ends in a Russian victory.

 For those of you so inclined, there is also a Vassal module available.





 The game takes place in East Prussia and northern Poland from January 13th to February 1st, 1945. The number of turns in the game is ten. The playing time is estimated at four to ten hours. The scale of the game is five miles/eight kilometers per hex. The units will go from brigade to corps size. The solitaire suitability is listed as high. You will need to supply a six-sided die along with a chit pull container.





 The map is very well done, and is of high quality. The terrain and defenses etc. are clearly marked. Everything from the CRT to the turn record track is on the map. So it should be easy for almost all gamers to have a place to set it up. The game length, especially during the learning phase, will probably mean you will have to leave it set up for at least a day or two, depending upon your free time for gaming.The counters are 1/2", and are easily readable and compare to the best counters I have seen in a Ziploc or wargaming magazine. Depicted are Soviet Guards units, Volkstrum units, along with air units which are mostly for the Soviets, and the Admiral Hipper even shows up on the German side.






 The rule book is in black and white, and it shows no examples of game play. On the other hand, the game rules are of a pretty standard fare for hex wargames, so unless you are a complete tyro you really don't need too much hand holding. The German player controls all his units, but the Soviet player is split between the 2nd and 3rd Belorussian fronts. So the German player gets X activations each turn while the Soviet player gets activations for both fronts. During the chit pull, you will pull a Command Chit for whatever Headquarter unit, and then the sub-units of that force can move and attack etc. The game also comes with independent units on both sides. These can be activated by any active Headquarter unit in range, meaning that independent units can be activated more than once per turn. German HQ units can activate three independent units, while Soviet HQs can only activate two independent units. A HQ unit has their command radius listed on their counter. The way I read the rules is that you do not count the hex the HQ is in when tracing command. There are a few optional rules, ie. using the rebuilding 20th Panzer division, or two other small German forces. 







 Within the last two years I have had to adjust my thinking about block wargames and a few other things. Once again, I have been shown the errors of my ways. Playing a wargame that you can 'win' only by the victory conditions is actually entertaining and still teaches you a good amount of history. Playing as the Germans, you will have to keep your wits about you, and accurately judge when to cut and run. Do you try to save those surrounded Panzers, or do you just make a defensive line farther back? The Konigsberg area in East Prussia is where many of the German Junker (noble) families come from or at least are close to. The German officers were probably trying to save every inch from the Russians. Playing that way as the German player will have you beaten in no time. Playing as the Russians, you play pretty much historically. You can not even worry about casualties, and just keep storming ahead trying to overwhelm your opponent. I would think a nice touch to the rules would be the following: If the Russian player does not gain X amount of victory hexes in X amount of turns, that player gets a knock on the door from the NKVD and it is a German victory, just to give the Russian player that much more incentive.






 This is a good medium sized game, and relatively easy to play,  about a much overlooked historical period. Anyone who wants to be in the German or Russian shoes in 1945 should give this a try. Equally, anyone who thought like I did about gaming lost causes should rethink this and other gaming possibilities.

Robert

The Anatomy of Glory Napoleon and His Guard by Henry Lachouque and Anne S. K. Brown   To many eyes, this book might ...

The Anatomy of Glory: Napoleon and His Guard by Henry Lachouques and Anne S. K. Brown The Anatomy of Glory: Napoleon and His Guard by Henry Lachouques and Anne S. K. Brown

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



by

Henry Lachouque and Anne S. K. Brown 






 To many eyes, this book might seem strange. The reason being is that the Battle of Waterloo is almost a footnote in it. As a matter of fact, it only takes up ten pages of the book's 570+. Many of us have heard over and over about the Imperial Guard's last battle and what happened (or didn't). We seem to forget that the Guard came from Napoleon's original consular Guard long before he crowned himself Emperor. So this book fills a large void in most peoples' shelves about the entire history of the Imperial Guard's existence. This book shows the history of the Imperial Guard from its inception, and continues through the different campaigns it fought in. From the heat of Spain to the snows of Russia, the Imperial Guard was the rock that most, if not all, of the rest of the Imperial Armies relied upon. 

 The book itself is filled with tons of black and white, and a few colored pictures to show the Imperial Guard and all of the Generals etc. that come up in its glorious history. It is also filled with anecdotes and quotes that you will find nowhere else. Napoleon speaking to a grenadier on guard duty before Austerlitz said "Those chaps across the way think they have nothing to do but gobble us up'" The grenadier replied "we'll serve 'em the meal the other way round". Battle stories like these are aplenty, but the book also shows what the Guard did in peace time. 

 The history of the Imperial Guard is really the history of the actual men of the Guard. One, Lieutenant Markiewicz  of the Polish Light-Horse lived in three centuries. Born in 1794, he fought in the Russian campaign, was decorated in 1813, and was still alive in 1902. Napoleon III based his tainted Imperial splendor on his famous uncle, and he based his Army on a new Imperial Guard that was only a shadow of the first one. These men ate and slept near Napoleon. The earned the title 'Grognard' (grumbler) from being outspoken in his presence. Many he knew by name and remembered where they had fought together. For more than a decade, the bearskin hats of the Imperial Guard struck fear in its enemies. Only two days before Waterloo, the Imperial Guard was used in its role as a finisher of battles by smashing through the Prussians at Ligny. This was unfortunately to be its last victory.

 This book was actually first published in 1961. Thank you Frontline-Books for bringing this classic back into print. It is a work that is monumental in scope. It is a must have for anyone interested in the Napoleonic era to have on their shelf.


Robert

Publisher: Frontline-Books
Distributor: Casemate Publishers

Midway by Turning Point Simulations   Midway was a battle that should not have been lost by the Japanese. They had...

Midway by Turning Point Simulations Midway by Turning Point Simulations

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


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 Midway was a battle that should not have been lost by the Japanese. They had an overwhelming amount of ships and planes. Unfortunately for them, they were also suffering from what has been called 'victory disease'. Admiral Yamamoto's plan was to crush the remnants of the U.S. Pacific Fleet and sink our carriers, which were untouched by Pearl Harbor. The Japanese had just suffered a black eye from the Doolittle Raid. In actuality, the raid did only pin pricks of physical damage. The damage to the Japanese ego was much greater. The Midway invasion was planned to force the U.S. Navy into a showdown to protect Midway island. In fact, it turned into a debacle for them because the Americans had broken their naval codes. So the U.S. Navy knew exactly what forces and roughly when they would be near Midway. Even then, if not for an errant search plane on the Japanese side, things could have turned out differently.







 So what do you actually get with this Turning Point Simulations  game? First, you actually get two games. One is the on the well known battle I have been droning on about. The other is about the planned, but aborted, Japanese invasion of Midway Island. The game comes with a twelve page rule book. There are rules for laying smoke, submarines, Japanese seaplane bases, and many others. This is not just a beer and pretzels game. The rules continue with ones about CAP (combat air patrol) AA fire, and it even has a rule about what 'wave' each carrier airplane unit is in. This would represent when each unit showed up, if it did at all, and attacked. 



Counters



  The map is hard bound. It has two separate sections. The first is a hex grid of the ocean around Midway Island. The second is a battle board used for surface actions when two task forces are occupying the same hex. There is also a stiff paper map on which to play out the invasion of Midway Island. The counters are large and easy to read. American carrier fighters and torpedo bombers only have a movement allowance of two hexes. Almost all of the Japanese carrier planes have a movement allowance of three hexes. This simulates the historically longer range of the Japanese planes. Just as in the carrier war, you have to find your enemy to strike them. For each enemy task force you roll a die to see if they have been spotted or not. A submarine or CV (carrier) in close proximity increases your chances of spotting. The battle board is used when you have a task force in the same hex as the enemy. After four of his fleet carriers went up in smoke, Yamamoto was desperately trying to engage the U.S. Naval forces in a surface action. The U.S. task forces have to stick and move like a boxer, and avoid any of the enemies Sumo charges. As the U.S., you are David fighting Goliath. The battle was decided historically in about five minutes' time. Anything could and did happen during this early part of the war. Some of the U.S. carriers were equipped with radar, but it was still in its infancy. 



U.S. Deployment sheet

Japanese Deployment sheet




 I an very impressed with this game. There is so much stashed away in here compared to others in the same price range. Most, if not all, of the routines of carrier air battles are here. The only two parts of the battle really missing are the sending out of search planes one at a time, and the weather in each hex, although the die rolls for spotting each turn do make up for the vagaries of these two points. This is my third Turning Point Simulations game, and to me it was the best so far of the three. I was not really a big fan of board games on carrier operations. Until this game, I felt that a computer rendition of carrier operations was the way to go. 


Midway Island invasion map

Robert

YAAH! Magazine Issue #9 With The Wargame: Donetsk The Battle For The Airport by Flying Pig Games  Many different comp...

YAAH! Magazine Issue #9 by Flying Pig Games YAAH! Magazine Issue #9 by Flying Pig Games

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



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 Many different companies have issued their own wargaming magazine down through the years. Some, like 'The General' from Avalon Hill, were just extra scenarios and write ups about their own company games. Other wargaming magazines were about the hobby as a whole. Many of these magazines came with a game. I am not sure why, but a lot of the times it has seemed that gamers looked down upon magazine wargames. It has never made sense to me. A lot of the magazine wargames were designed by the same people who gave us boxed games. I went out of my way to buy a bunch of the magazine wargames I no longer had when I got back into board wargaming about fifteen years ago. One thing that the wargames from magazines had over boxed games is that it seemed like the publishers would go out of their safety zone with these games. Meaning that we would see a lot more battles, and especially obscure ones, than we could get from boxed wargames. This was more prevalent in the 1970s and 1980s than now. With the advent of Kickstarter and only publishing games that make the cut now, we have been seeing more obscure wars and battles in the boxed game selection. 


Map



  The magazine itself is eighty pages long, and it is in color. The pages do not feel like a normal magazine page. They feel more substantial, like a page from an oversized book. The first article is on Flying Pig Games newest game, 'Armageddon War'. One of the things about its rules is that there is no CRT. It comes with custom dice instead. The articles continue with 'Comancheria' from GMT Games, followed by 'Finnish Civil War' from Compass games. In total there are seven separate articles about different games from different publishers. Next up, we have add on scenarios for several different games. There are three scenarios for Flying Pig Games '65', and one for 'Night of Man'. The section ends with six scenarios for 'Command And Colors Ancients', and these are the battles of Arthur. Yes, that Arthur.



Back of counters



  The last part of the magazine is dedicated to this issue's game 'Donetsk'. It is about the different battles for the Donetsk airport. This would be between the Ukraine and separatist forces with the separatists having Russian help. The background history takes up five pages. The actual game rules are another ten pages. This is followed by more than a page of 'game notes'. The game comes with four different scenarios for you to play. The back page of the magazine is a full sized player aid card for the game. 



Front of counters



  The game comes with eighty-eight unit and action etc. counters. The counters are not like Flying Pig Games usual ones. These are thin even by magazine game standards. They are however, fully functional and easy to read and distinguish between. The map is 11x17, and has hexes (without full hex lines) that are marked from rows A to X. The map is well done and if not a work of art a lot better than some I have seen. Some of the counters are squad size (8-15 men) while heavy weapons and leaders represent three to five men. AFVs and trucks etc. are represented singly. The hexes have a scale of 150 meters per hex.
 





  The game's turns are broken into two phases. The first is the activation phase, and this includes:

 Remove all Smoke Markers
 Remove all Pin Markers
 Resolve pending Fire Support from the previous turn; Ukranian          player first and the results applied simultaneously.
 Plot and check current Fire Support; same as above
 Determine the Initiative Player for the Action Phase

 The Action Phase consists of:

 Initiative Player activates units
 Non-Initiative Player activates units
 Players continue alternating unit activations until no units on both      sides are left to activate. Players cannot pass to save activations,      they must activate at least one unit even if the unit performs no        actions.

 The fire support each side will have will be listed in each of the four scenarios. There are rules on 'wrecks' and also on the setup of heavy weapons. There are even some buildings that are multi-level and rules to deal with that. The game was designed to try and replicate modern warfare, so that it takes into account that today's killing distance is much greater than in earlier battles. A player's initiative is gradually eroded by unit loss. So going in guns blazing might win you one of the airport buildings, but then cripple you for the rest of the scenario. Victory conditions for most of the scenarios rest only on capture of some or all of a building's hexes. 

 



 In all, it is a pretty good little game. Those of us who are used to thinking in sweeping terms, and suffering a lot of casualties will have to readjust their thinking before starting this game. The game gives a good representation of today's massive firepower; in fact, even a small amount of casualties are often seen as excessive in the 21st century (as they should be).

 I was impressed by the articles and the fact that the additional scenarios didn't just belong to games made by Flying Pig Games. The game was one that has a somewhat limited replay value, but for someone who is interested in the conflict or has not played a game with new weaponry it is well worth the cost. The other issues have contained these games:

Beast At The Gates - U.S. Civil War
Lion Of Malaya  -  World War II
Steamroller - Tannenberg 1914

Robert  

I take a very first look at the new 4x strategy game from Proxy Studios and Slitherine, Warhammer 40k: Gladius - Relics of War. This...

Warhammer 40k - Gladius First Impressions Warhammer 40k - Gladius First Impressions

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






I take a very first look at the new 4x strategy game from Proxy Studios and Slitherine, Warhammer 40k: Gladius - Relics of War. This one takes 40k to a new genre, the 4x. Take a look!







Battlestar Galactica Deadlock: The Broken Alliance (BSGD:TBA...still a mouthful, let's just go with BA) is the freshly released expa...

Battlestar Galactica Deadlock: The Broken Alliance Battlestar Galactica Deadlock: The Broken Alliance

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Battlestar Galactica Deadlock: The Broken Alliance (BSGD:TBA...still a mouthful, let's just go with BA) is the freshly released expansion to last year's surprisingly excellent we-go space fleet strategy game from Black Lab Games. I never got a chance to play the base game before a few weeks ago, so this review will cover both the full game and the new DLC. 

For players already familiar with Deadlock, I'll cover The Broken Alliance in detail first, then go back and give a overview of the base game for newbies. BA integrates smoothly into the existing dynamic campaign structure, enhancing it rather than being a separate experience. The campaign exists as a series of eight special missions that you can attempt to complete in the midst of the existing war against the Cylons. The first mission marker will appear as soon as you finish the initial tutorials, giving you the option to add one of the brand new ship types to your fleet right away. You can of course ignore it for awhile if the Cylons are focusing your attention elsewhere. As the name of the DLC implies, these missions center around the tenuous alliance of the human worlds in the face of the Cylon onslaught. Much like in the BSG TV series, the aims of the front line military commanders and the ambitions of various politicians don't mesh, leading to plenty of drama and tension. There are several new characters with strong personalities who are part of a neat story line that will keep you hooked. These events all take place within the overall war that you are already fighting, and add more decision points to a campaign that already had a good amount of replayability.


Along the course of the campaign, you will get to try out some new toys and face new enemy ships. Each side of the Human vs Cylon war gets a new offensive capital ship, a new support ship, and a new fighter type. These give you some fresh options for building your fleet in the campaign, and add a little extra spice to the multiplayer gameplay. For example, the first mission of the BA campaign gives you access to the Celestra class resupply ship, which can augment armor on a specific section of a friendly ship, and also send extra missiles or torpedoes over to restock your offensive ships. The Celestra has no means of attack at all, but opens up new tactical options. You can use the armor buff to help a ship take the brunt of the enemy attack, constantly moving the extra layer of defense around to offer the most protection.  The ability to restock missiles makes another early game ship type, the Ranger missile frigate, able to continue firing long after its munitions racks would normally have run empty. Although a resupply ship may not seem that sexy at first glance, it really does give you a new dimension to consider in your battle plans.


The Broken Alliance expansion released alongside a substantial patch which adds many improvements to the game even if you don't pick up the DLC. The Endurance Update adds one key new feature, persistent damage, which effects both the tactical and strategic layer for the better. Previously, ships would return to full health after each battle, regardless of whether they took a beating in the last fight. This meant that there was no reason not to rush in headlong as long as you knew you could kill the enemy before they knocked out one of your guys. Now it's in your best interest to fight each battle with the future in mind, minimizing damage whenever possible. This damage is shown visually as it happens, which makes the battles feel much more like the show, as ships limp away from a tough fight covered in bruises.

Overall, The Broken Alliance is easily worth the cost of admission and, along with the Endurance Update, enriches an experience that was already rather solid. This is the best kind of DLC, one that seamlessly integrates into the original game and makes what was already there better. Between the new content and persistent damage, veteran players have more than enough reason to spin up their FTL drives and hop back in for another round against the toasters.


What if you're fresh to the BSG Deadlock scene and want to hear a bit more about that dynamic campaign and those cool looking tactical battles? I've got you covered!

BSG Deadlock is a game about the first Cylon War, which happened many years before the events of the rebooted TV series. The Galactica is not some ancient warship ready to be turned into a museum, but instead it is one of the premier flagships of the Colonial Fleet. Unfortunately, the Galactica has gone missing, and following a strong blow from a surprise Cylon assault, the Colonial Fleet is in rebuilding mode. This is where you start the campaign, right in the middle of a war that has been going on for some time with no end in sight, hence "Deadlock." There's no running and hiding from the Cylons here, this is a game all about big ships slugging it out in head-to-head confrontations. 

The gameplay is broken up into two distinct halves. The tactical battles, and the strategic layer. Each heavily influences the other, and you will need success in both to carry humanity to victory.


On the strategic level, the game features a dynamic campaign where you maneuver your fleet, and later, multiple fleets, around the Twelve Colonies of Kobol, fighting off the Cylons where they appear, and also taking on special scenarios that move the story forward. The twelve human worlds provide you with resources each turn, but they can drop out of the alliance if you don't defend them, much like nations in XCOM. However, here you can bring them back into the fold over time. As part of the strategic layer you are able to build ships, research new designs, assign and promote officers, and set priorities for the war as you see fit. 

There's some interesting decision making to be had in terms of how you use the resources available to you. New ships can be built fairly cheaply over the course of a few turns, or pumped out immediately for an exorbitant price. Likewise, officers can be promoted (allowing you to level up their abilities) for free as they gain experience, or you can use valuable resource points to push them faster. The technology tree isn't vast, but does require you to decide priorities based on how you want to fight your battles. If you want to jump straight to a Battlestar tier of ship, you'll have to forgo many of the cheaper upgrades and designs that could make your starting fleet more potent.  There's something to be considered here every turn, since even moving your ships rapidly across the map can put a strain on your resources. Letting them idle for a few turns is much more fuel efficient, but of course means that the Cylons are raiding unchecked somewhere.


I enjoyed the strategic part of the game because it gives you the freedom to conduct the war how you want, while still pushing you forwards constantly. Your operations are centered around a mobile shipyard that tags along with one of your fleets. It gives your starting fleet a bit of help in battles with its two fighter squadrons and some turrets. However, soon you must build additional fleets and send them out alone to keep the enemy in check across the twelve colonies. Doing so will give you benefits, since worlds support you more when you have a military presence there, and having more fleets spread around makes it much easier to drive off the Cylons wherever they appear.


The other half of the game is the tactical battles. This is the meat of the game, where you face the enemy head on and do your best to defeat them while taking minimal casualties. The interface for commanding your ships is easy to use, but there is a ton of depth to explore. The action is broken up into we-go turns where orders are given by both sides, then the action plays out briefly before giving you another chance to issue orders. 

Ships have separate armor on all four sides plus the top and bottom. Once the armor in one section gets chewed up, the ship starts taking damage to its "health" points. Ships have specific sections like engineering and fire control which can be damaged and must be repaired to restore functionality. Each ship also has specific arcs of fire depending on where the turrets are. One of your starting ship classes can only fire forwards and backwards, while the other can only fire broadsides. Later models have more arcs, including some that are on the top or bottom. All of this means that you absolutely must use the concept of three dimensional space to your advantage. I tried a lot of tactics like stacking ships vertically and doing a space rendition of crossing the T. One must also consider that missiles or torpedoes fired by your ships will crash into any friendly ships in the line of fire, so you need to consider that when coming up with a formation.  There are some other small tweaks you can make every turn, like using a slider to add more power to either defense or attack (at the cost of speed) or boosting all power to the engines to cover some ground...er space. As your ships take damage, you can direct repair crews to whichever section of the ship you think needs to be repaired first. 

Besides your large ships, you will also be fielding plenty of Viper and Raptor squadrons. The Vipers are your fighter jets, going out to attack enemy fighters and harass larger ships. They are great for projecting some power rapidly across the battlefield where needed. They can also play defense, and try to intercept incoming missiles. The Raptors are your utility players, equipped for electronic warfare, defense against Cylon hacking, boarding operations, and a small rack of missiles just for fun. Probably my only big complaint with the game is that you never seem to get those close in third-person shots of the Vipers that were so common in the show.



The tactical battles initially seem like they could get repetitive or easy since you see a lot of the same ship types over and over, but that isn't the case. Each time you go out the enemy is in a different configuration, and the battles are so dynamic in how they flow from moment to moment that they never become repetitive. I had a constant drive to experiment with different strategies to see what would produce the best results. Again, I have to mention how the 3-D aspect of space combat really does come into play here, unlike in many space combat games where it doesn't really matter that much. As you add more ships to the mix, the tactical possibilities open up even more and as different enemy ships appear your tactics must adjust to the new threats they pose. All of this taken together makes for a lot of variety as the campaign progresses from small-medium skirmishes to late game heavy-weight bouts.

Even when a battle mostly goes your way, this is a war between powerful opponents, and you will lose ships. It's heartbreaking to see a ship you've had from early on get caught in a kill zone because you maneuvered them too aggressively, or when a Cylon frigate manages to get off one last salvo of torpedoes which hits the one weakened section of armor on one of your ships, destroying it just as the battle ends. Losing ships and building new ones is part of the game, and really makes it feel like you are in a fierce battle for survival.


The graphics and sound do a great job of depicting space battles in the style of the BSG reboot. Missile trails, cannon fire, flak bursts, it's all there and puts you right into the show. Zoom in on a ship and you can even see its name painted on the side. As ships take damage they will shows the scars of battle on their hull, with fire leaking out here and there. The sound effects perfectly match the action, with the dull boom of cannons followed by the deep cracking of a capital ship breaking up. One cool feature of the game is that you can watch a complete replay of each battle once it is over, with cinematic camera shots showing off all of the action. This turns a long series of brief turns into an uninterrupted movie that can be very enjoyable to watch when a battle goes your way. I have to praise the music in particular. It is not the exact same music from the show (as far as I can tell), but it captures the same style perfectly. If you want a game that puts you right into the action of a Battlestar Galactica battle, this is it. 

It goes without saying that I give this game a strong recommendation. If you are a fan of the show, you must play it. If you are a fan of turn-based tactics, XCOM style strategy-tactical mixes, or space combat, you should definitely be interested. The combat is great, the dynamic campaign provides a rich context for why you are fighting, and the game perfectly captures the atmosphere of the BSG universe. I didn't even mention the great voice work that goes into the story scenarios and briefings, where you get all the political intrigue and infighting that is common to the setting. With the addition of The Broken Alliance expansion, a good game is made even better. The game is half-off for the next week, so it's a great time to join the fray. 

So say we all!

BSG Deadlock and its expansions are available directly from Matrix Games. 
Deadlock Base Game
The Broken Alliance DLC

The game is also available on Steam, PS4, and XBOX ONE.


- Joe Beard

hpssims.com