Preview of Lock 'N Load Tactical Digital by Lock 'N Load Publishing Here we are very lucky to h...
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Preview of Lock 'N Load Tactical Digital by Lock 'N Load Publishing
Oftentimes, you hear the term "tried and true" thrown around when discussing various game mechanics and styles of play. T...
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Panzer Corps 2
Wings of the Motherland The Air War Over Russia 1941-1945 by Clash of Arms Games I knew of Clash of Arms...
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Wings of the Motherland The Air War Over Russia 1941-1945 by Clash of Arms Games
Ground Attack Standard Level - 40
Ship Attack Introductory - 3
Ship Attack Standard Level - 20
Mission scale Scenarios - 6
Once again, for those keeping track, that is 240 scenarios to play through. The Scenario Booklet itself is in black and white with a few pictures of planes throughout. The book is so large it actually has a normal book spine to it. At the back of the book is a few pages of designer notes and play tips. The information in it is incredible, and that is over and above the actual amount of scenarios in it.
The Rules Book, as they call it, is so large that it has a three page index. These are a few sentences from the beginning of the Rules Book, and they are worth printing:
"Read the basic Rules of each chapter first. Skip any advanced Rules and continue reading until instructed to play a solitaire 'Training Scenario'. When finished, return to where you left off and continue until you complete all Training Scenarios."
"Be Patient, Have Fun! Do not expect to learn everything in a single sitting. Take your time. This is a game, so enjoy yourself as you strive to master the techniques and tactics of World War II aerial combat. Good Luck and good hunting!"
Even before you take to the skies in Training Scenario I you will learn about the following:
Counter Positions
Counter stacking Limits
Aircraft Collisions
Aircraft Movement
Fractional Value Table
Stalled Flight Procedure
Spin Procedure
Slatted Wings Effects
Wing Flap Effects
Along with more than just a few more rules and information needed to take to the skies, the first Training Scenario has you flying both a MIG-3 and a Bf 109E-7U1. The Bf 109's moves are written out in the book, and your aim is to try to get and keep the MIG-3's gun arc trained on the Bf 109. The Rules Book is in black and white, but it does have a good number of play examples in it. By the end of the Rules Book you will be level bombing, firing rockets, and also taking on enemy Naval assets. It seems like the size of the Rules Book would overwhelm you, but just take the designer's advice and "Be Patient, Have Fun!' to heart. You will be going back to the book a lot to make sure you have everything right the first time you fly or try something new. After that, I promise it should become second nature to you. This game comes with the 3rd Edition Rules Set, by the way.
The Play Aids Booklet is filled with table upon table, and also play examples to help you fight your way in the clouds. The two Rules Supplement Booklets are even more helpful for a fledgling pilot. Their play examples are also in 3D so that you can more easily visualize your aircraft and the enemies in a 3D world.
The Aircraft and Ship Data Card Book is exactly as it sounds. It is filled with the data the player needs to be able to fly his aircraft in a historical manner. Each plane, or different plane type, is given its own full page write up of its performance, firepower, and power/speed charts etc. The booklet also has the various ships', from battleship to sub chaser, information.
The counters are small, but because there is nothing that needs to be read on them (all the information is on the data cards) their size is not a handicap to the player. On them are top down illustrations of each plane in question. For someone who has read a lot or played flight simulations the aircraft are easily discernable from each other. The various ground assets that you will try and destroy are also well represented on the counters. The tanks and some other counters do have information printed on them along with the top down view. They are a little small, but even I can read them, so that counts for something.
The maps are extremely well done. They represent city, field, and also water on their four sides. The color is a bit muted and is mostly of a green and brown mixture. The size of them allows the players to have more than enough room to fight in any style. You can 'Boom and Zoom'; you are not forced to fight turning battles.
This is the Sequence of Play, Combat scale:
Initiative Phase - Initiative Rolls
Tailing Friendly of Enemy Aircraft
Sighting & Blind Arcs
Movement Phase
Combat Phase Action Steps
Breaking Off From Combat
This is a rule heavy game so to help you with different aspects there are a number of Logs in the Game Rules Book that can be copied. These are:
FW OP-Scale Mission Logs
Simple Movement A/C Flight Log
Ship Damage and Move Log
FW A/C Flight Log Sheet
For anyone who questions the price tag put on the game, I believe the above statements should clear that up. Yes, it is worth it, and we haven't even discussed the gameplay itself. As with any Clash of Arms Games that I have purchased, the proof is in the detail and artwork of the components. You will find that here, along with a massive amount of player information etc. No wonder the game took so long to actually get to the printer.
As I mentioned in another review, I was a late comer to the various 2D games that covered air war. I never really understood how a designer could give you the feeling of 3D flight in a 2D world. I am now totally convinced that I have cheated myself out of a lot of excellent game time by thinking that way. The designer of this series not only portrays it, but he takes you by the hand and only spoon feeds you what you will need at that moment to start to understand the system. I will say one thing, and that is that this system will only be worth it to someone who wants to take the time to learn it. You cannot, as a newbie, just set up the game and take to the skies to start shooting things down. Actually, I take that back. You could learn about just that part of the system in a short period, but you would be cheating yourself out of the whole ensemble of flight that COA has given you. So how is the game? C'est magnifique!. For an aviation junkie like myself it is an excellent experience in gaming. As far as its depth, if you can learn the intricacies of some Napoleonic games and tactical ground games of the Eastern Front you can learn this system. I am actively looking to get my hands on a copy of 'Whistling Death' to start enlarging my library of the Fighting Wings games.
Thank you Clash of Arms Games for letting me review, once again, another excellent product. I have had a blast taking it through its paces. Please keep up the excellent work. For those of us Grognards who only know you by your Napoleonic games, take some time and peruse the rest of their games.
Clash of Arms Games:
https://www.clashofarms.com/
Clash of Arms Games Wings of the Motherland:
https://www.clashofarms.com/WingoftheMotherland.html
I couldn't resist adding this one:
https://www.clashofarms.com/LaBatLigny.html
Robert
Combat Infantry: EastFront 1941-43 by Columbia Games Here we are on the Eastern front in World War II. Y...
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Combat Infantry: EastFront 1941-43
Air Support
The components of the game are what we have come to expect from Columbia Games. The maps are very well done, especially if you like the color green or some of its shades. They have large hexes to accommodate the blocks. The labels are pretty simple, but the pictures on them, although small, are great looking little pieces of artwork. The blocks are, well, blocks. They are however completely uniform in shape. Yes, I have seen games where they were not. The rulebook is only twelve pages long. It is in full color and does have some examples of play. There are three double-sided scenario cards. These are of cardboard, not too thick, but pretty rugged. Now I can hear the howls: this game comes with six scenarios only! Yes, yes it does. However, do not let that be a stumbling block if you are looking to purchase it. The original game WestFront also came with limited premade scenarios. There were scenarios created for the game by players and the designer, and I assume for this one also. You do not have to wait for them. You can create your own with just a tiny bit of time and effort. The second to last page of the rulebook gives a breakdown of how to create scenarios for yourself. It also has a chart that gives unit values to each unit in the game. This allows you to make scenarios with X amount of points and then just choose them for each side.
Normally, you will be the commander of either a Soviet or German battalion which is composed of three infantry companies. Then a company is broken down into three infantry platoons. Platoons are also broken down into three squads of infantry, and usually a heavy weapons platoon (mostly machine guns). The battalion can be made stronger by the addition of some extra assets such as tanks, artillery, and anti-tank guns. Leadership is very important in the game and you must keep your units in command range. If not, they must pass a morale die roll, and some assets cannot act at all outside of command range. The strength of your units is easily kept track of by the block wargaming system. You usually start out with a unit at full strength and then turn the block to the next strength/step number if it suffers damage. Some of us gamers are very used to opportunity fire and suppression, among other things. These are among some of the other well known tactical rules in games that are not found here. I will list what is not in the game and why by the designer Tom Dalgliesh himself:
"Opportunity Fire
Opportunity fire is excessive in many tactical
games. WW2 Infantry and vehicles simply did
not move through open terrain without clinging
to every tiny bit of cover available, nor without
fire support to keep enemy heads down.
Defender first fire in Assault reflects opportunity
fire in close combat when it was most effective.
Suppression
Suppression fire is handled by the step reduction
system. Units that take hits have less firepower
and are partially suppressed until they Rally.
Facing
Guns and tanks would have no difficulty
turning to fire in any direction given a 10-30
minute interval. Tanks did have thinner armor
in the belly, flanks, top, and rear and this is
allowed for by making them more vulnerable to
bombardment (6.6) and assaults (9.65).
Hard & Soft Targets
The armor class system reduces firepower
against armored targets. This eliminates the
need for separate hard and soft firepowers.
Status Markers
Status markers should not be missed. Cluttering
maps and units with markers such as "Used",
"Suppressed", or "Final Fire" is not necessary.
Units are upright, face-up, or face-down
depending on their action."
The nature of block wargames lends itself to Fog of War, and EastFront does this particularly well. The only caveat to this rule is tanks. "Tanks are the exception. Veteran infantry could determine the location and identity of tanks just from the sound of their engines. Hence, tanks are revealed when they fire or move." The scenario that you have picked will state which player goes first. After the first turn a die roll determines who goes first. The active player can then activate one headquarter per company; "When commanding multiple companies, HQs are activated and resolved one by one in any desired order." The gameplay is fast and furious because of the design decisions made in the rules. I think the game is a great tactical one that gives you a lot of bling, but does not wrap you up in a cocoon of rules to play it out. After your first or second game there really is no reason to be perusing the rulebook anymore, unless you are extremely forgetful. Thank you Columbia Games for letting me review this great addition to the Combat Infantry stable. I hope the games will spawn either different areas or years during World War II. That way we can play in the Pacific or use airborne troops etc. I will have the link to my Combat Infantry: WestFront 1944-1945 review along with some others below.
Columbia Games:
columbiagames.com/
https://www.awargamersneedfulthings.co.uk/2018/02/combat-infantry-by-columbia-games.html
This is my review of Columbia Games Julius Caesar:
https://www.awargamersneedfulthings.co.uk/2018/11/julius-caesar-by-columbia-games.html
Robert
Wing Leader: Victories 1940-1942 by GMT Games Fighting hardware; I am not sure why, but ever since I can...
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Wing Leader: Victories 1940-1942 by GMT Games
1 x Scenario Book (UPDATED with new scenarios and expanded by 8 pages)
2 x Air combat player aid (UPDATED - to v2.2)
1 x Bombing player aid (UPDATED - to v2.2)
2 x Wing Displays
1 x Map (UPDATED - this is the same art as the Supremacy map, but non-mounted)
5 x Aircraft data card sheets (UPDATED)
2 x Countersheets (140 counters, 1 x 0.5”)
1 x Countersheets (280 counters, 0.5 x 0.5”)
1 x NEW mixed sheet of aircraft data cards and counters (4 ADCs and over 40 counters)
1 x NEW Battle Board (Same battle board as appeared in Supremacy)
Tally Phase.
The raider player does the following in any order: squadrons attempt to tally enemies [7.2] (any squadron with a tally must drop that tally before rolling a new one [7.2.2]); unalerted squadrons become alerted if warned by radio [7.1, 9.4]; wing leaders issue orders [9.5.5]; fighter-bombers that tally must immediately jettison their bombs [15.2.4]. After the raider player has completed all tallying, alerting, and issuing orders, it is the defender player’s turn to tally, alert, and issue orders.
Movement Phase.
Squadrons move [8.0] and, during movement, can jettison bomb loads and drop tanks [9.2.1.1, 13.2] and make bombing attacks [15.3]. Escorts react to enemies attempting to move into the same squares as bombers [10.4]. Resolve barrage fire flak attacks [14.2.3].
Combat Phase.
Resolve direct fire flak attacks [14.2.4]. Resolve bombing attacks [15.4], after which remove Bomb Load markers from targets. Resolve air combats in an order determined by the raider player [10.5]. Jettison bomb loads and drop tanks following combat [9.2.1.1, 13.2, 15.2.4].
Administration Phase.
Squadrons roll to escape [11.0]; the raider player rolls first, then the defender. Place or change vectors for squadrons under GCI control [9.2.4] (roll for height errors [13.1]). Place Escort mission markers on eligible squadrons [9.2.2.2]. Change escorts to sweep [9.2.2.2, 15.2.2]. Place/remove flak Barrage markers [14.2.2].
End Turn.
The turn ends; move the Turn marker up one space. Proceed to the Set-up Phase of a new turn. Continue playing turns until the game ends [12.0].
GMT Games:
https://www.gmtgames.com/
Wing Leader: Victories 1940-1942:
https://www.gmtgames.com/p-673-wing-leader-victories-1940-1942-2nd-ed.aspx
Wing Leader series:
https://www.gmtgames.com/xsearch?searchterm=wing+leader
The designers website:
www.airbattle.co.uk/w_downloads.html
Robert
Shenandoah Campaign by John Tiller Software & Wargame Design Studio I am not really a student of ...
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Shenandoah Campaign by John Tiller Software & Wargame Design Studio
&
Wargame Design Studio
3D extreme zoom in of the Kernstown Scenario |
So what exactly is in this game. We know that it spans two different years of the Civil War, but what is behind door #2?
Here is the list:
"174 scenarios are included, and all can be played as either side, against the A/I or other human challengers.
Each major battle has three versions, 1) the standard, for playing head to head, especially PBEM and Hotseat. 2) Weather, for playing when Mother Nature is unpredictable, and 3) A/I, for playing against the computer. NOTE; all scenarios can be played against the A/I, but these scenarios are designed specifically for, and will provide a greater challenge for those familiar with this game system.
Most scenarios can be played against the A/I in a single day, yet others may take several days to complete, or even weeks. Just save, and continue later at your own pace.
For more fun, challenge another human, and play either face to face, or PBEM (Play by email)
Battles include: Kernstown, McDowell, Winchester, Cross Keys, Port Republic, New Market, Piedmont, Lynchburg, Monocacy, the siege of Fort Stevens, Cool Springs, Berryville, and the climactic battle of Cedar Creek.
4 campaigns are included. Each can be played with or without the added hardships of weather. Weather can be anything from a mild mist and fog, to muddy roads and torrential thunderstorms."
2D version of the same screen |
The games is classic John Tiller Software with a large dose of Wargame Design Studio mixed in. The visuals, like almost all of the John Tiller stable, are now much clearer and look nothing like when the other Campaign Games were released years ago. The speed at which they have been releasing games has now been put into overdrive. Where we used to wait all year for one or two releases we have seen four new games in the last few months. The enhanced games are still easy to get into if you haven't played one of the series for awhile. The amount of playtesting that goes into the games is probably the most for any computer game. The fact that now the AI is so much better than it was is also laudable. Some will argue that point, but most of us do not play one game to death so that we find all of the AIs weaknesses. I know I flitter through the games following whatever I am reading at the time. One thing that I have not mentioned is the excellent tie in the games have for reading history. For those books who have little to no maps on a battle, here it is in almost life size. You can follow along with the book through the different placement of troops and the important geographical points around the different battlefields. Because it is a game, you can then decide to try and do better than the historical Generals did when they had control. These are some of the enhancements that you get now-a-days from these games:
"A total graphics package:
3D hand drawn maps, 3D units, with individualized regimental flags.
Colorized leaders and unit files.
Traditional B/W unit, and leaders are also an option.
Improved 2D road graphics.
Scenario and Campaign editor: Build new, or improve existing battles and campaigns.
Many “What If” battles and maps, both large and small. Including the massive Shenandoah Master map.
Extreme Fog of War optional rule.
Objective hexes are now awarded points for each side. The number of points that can be earned are determined by length of time controlled, and its strategic importance for each combatant. Therefore, earned points are not equally distributed.
A true, large (4X) 2D map view."
Extreme zoom out of the same screen |
I will say that the opening paragraph notwithstanding, I have come to appreciate Jackson's ability in these battles somewhat differently. That leads me to another incredibly laudable point of the entire John Tiller stable. You can actually learn history, or at least grasp it that much more by playing these games. I have tried to play as many of the different scenarios as I could, but with 174 it is a lost cause. The Shenandoah Master Map is exactly as described: 'massive'. I will say that while I enjoy zooming in to the 3D to look at the graphics, I do spend most of my time playing on the 2D Map. I have done a fair number of reviews of the different Campaign Series games, and I am still impressed by the depth and sheer size of what you get for the price of a cheap dinner for two. I really cannot say enough about the gaming you will get for a mere $39.95. The Campaign/Scenario Editor is so large that you can get lost in it and never actually play the game. I will have some links at the bottom of other John Tiller Software/Wargame Design Studio games I have reviewed. I am sure I will have forgotten to mention some part of the game that you receive with your purchase, so the other reviews will help you to understand the breadth of just one of these games.
So in recap, you get 174 scenarios, historical/and what if, that can all be played on either side against the AI. You also get at least one, sometimes a few, version(s) of each scenario that is meant to be played from the ground up against the AI. My favorite one so far is the Kernstown Battle from 1862. Thank you John Tiller Software/Wargame Design Studio for allowing me to review this, as usual, excellent package of history, posing itself as a game.
Campaign Shenandoah:
www.johntillersoftware.com/CivilWarBattles/CampaignShenandoah.html
Campaign Eylau-Friedland:
https://www.awargamersneedfulthings.co.uk/2019/04/campaign-eylau-friedland-by-john-tiller.html
Campaign Petersburg:
https://www.awargamersneedfulthings.co.uk/2019/03/petersburg-by-wargame-design-studio-and.html
Japan '46:
https://www.awargamersneedfulthings.co.uk/2020/01/japan-46-by-wargame-design-studio-and.html
Robert
I'll be honest, I've watched so much of Battlestar Galactica that I occasionally hear the sound of the DRADIS sca...
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Battlestar Galactica Deadlock: Ghost Fleet Offensive
I'll be honest, I've watched so much of Battlestar Galactica that I occasionally hear the sound of the DRADIS scanning for Cylon contacts in my dreams. It's no surprise then that I can never get enough of content related to that show and universe, and BSG Deadlock continues to feed that hunger many years after the show has come and gone. Not only did Black Lab Games and Slitherine deliver a far better core product than I think anyone would have predicted, they have relentlessly updated and expanded the game for more than two years post release. The newest DLC, Ghost Fleet Offensive continues the second "season" of the game's story and content.
The 10 mission storyline continues the enjoyable blend of politics, intrigue, and warfare that you know and love from BSG. A brief amount of time has passed since the end of the last DLC "Resurrection" and you remain in command of the Galactica itself. Like in the previous campaign, this DLC uses a smaller version of the strategic map from the original game. This streamlines that portion of the game to the point of simplicity, which some may like and others not so much. The focus here is primarily on the story missions, with smaller side missions to gather extra funds and experience in between. You still need to manage resources, build ships, research tech, and keep the Cylon threat level under control, but there isn't the balancing act of defending a dozen worlds and spreading fleets across a large map. The story missions themselves are good fun and tell another piece of the Battlestar Galactica saga, the story of the Ghost Fleet, which was featured in the short Blood and Chrome series. Essentially, you'll be going on a deep strike behind Cylon lines, looking to strike a crippling blow to their war machine.
In addition to the new campaign, this add-on brings in several new ships, more toys for the toy box! For the colonials, there are two new ships. First, the Orion class frigate, which is able to use stealth tech to sneak in close for hit-and-run attacks. Second, the Defender support ship, which can send marines over to friendly ships to defeat boarding parties and boost their sub-systems. The Cylons also get a new ship, the Medusa, which can power up other Cylon ships around it and provide extra point defense cannons to take out your missiles and torpedoes. The Cylons are also packing some new heat in the form of virus mines that can disrupt your ships' systems, and cluster nukes that, well, you can imagine. Radiological Alarm! As with all the other DLC for Deadlock, more variety makes for more replayability and new tactical possibilities.
Even if you don't pick up Ghost Fleet, you'll benefit from the continued development of Deadlock in the form of the free Fleet Admiral update. The most practical changes come in the form of UI tweaks and quality of life updates. There is also the titular new Fleet Admiral difficulty level if you really want to challenge yourself. Some other nice enhancements are new portraits for your officers and the ability to choose the flagship of your fleet.
For the price, Ghost Fleet offers a fair amount of new content, though it isn't game changing. There may be some players who aren't interested in the more linear campaign style here, and are waiting for some more of that open ended strategic gameplay from the core campaign. If you're like me though, you are deep enough into this game world that you'll want to pick this up just to keep up to date with the story and expand your ship roster even further. I give this DLC a solid recommendation and even more so recommend the core game if you have not picked it up yet. I think it continues to be a hidden gem mixing tactical space combat with an enjoyable strategic layer.
Ghost Fleet Offensive can be found on Steam and directly from Slitherine.
- Joe Beard
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