second chance games

Search This Website of delight

Tanaka 1587 Japan's Greatest Unknown Samurai Battle by Stephen Turnbull  This is a small book of 120 pag...

Tanaka 1587 Japan's Greatest Unknown Samurai Battle by Stephen Turnbull Tanaka 1587 Japan's Greatest Unknown Samurai Battle by Stephen Turnbull

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




Tanaka 1587

Japan's Greatest Unknown Samurai Battle

by

Stephen Turnbull





 This is a small book of 120 pages that goes into what happened in Japan right after the death of Oda Nobunaga. The siege of Tanaka Castle took place right after Toyotomi Hideyoshi's conquest of Kyushu. The siege at Tanaka castle was the culmination of the Higo Rebellion. Hideyoshi had installed Sassa Narimasa as the overlord of Higo Province. He was very unpopular with the locals, so they revolted.


 Toyotomi Hideyoshi was the second of Japan's greatest warlords who tried to conquer all of Japan. Oda Nobunaga was well on his way to subduing all of Japan before he was brutally betrayed. Hideyoshi did manage to become the sole ruler of the land, but when he died he left as his heir a child. It was left to the third warlord Tokugawa Ieyasu to start a ruling family for the next 200+ years.

 To finally become master of all Japan, Hideyoshi needed to invade Kyushu and conquer it. He was able to divide and conquer the various lords of Kyushu and take control after the largest military campaign in Japanese history up until then. Sassa Narimasa was once described by the Japanese historian Tokutomi as a "dried sardine gnashing its teeth". Sassa Narimasa was actually a general underneath Oda Nobunaga, and he fought against Hideyoshi in the power struggle after Nobunaga's death. 

 The book goes into the archeological search for and the finding of the remains of Tanaka Castle. The Siege is also presented in the movie Kumamoto Monogatari in a highly fictionalized account. Some of the movie was shot on the actual site of the Castle. The siege was apparently unknown except by locals until 1987.

 The actual story of the siege is that the Castle was defended by 1000 troops against 10,000 led by Hideyoshi for 100 days. The sources have various glorious deaths or forget to mention what happened to each of the three Wani brothers who were defending the Castle. The story of the siege and rebellion etc. is just a microcosm of the history of Japan during and before the time the Castle fell. The heroism and the self sacrifice along with betrayal were unfortunately a well know theme during the Sengoku Period. The book does a very good job of showing how retainers and lords interacted at the time. Statues of the three Wani brothers now greet you at the parking lot.

Robert

Publisher: Helion & Company
Distributor: Casemate Publishers

Douglas C-47 Skytrain (Dakota) D-Day Edition by Cobi  The Douglas C-47 Skytrain, Dakota in English service, ...

Douglas C-47 Skytrain (Dakota) D-Day Edition by Cobi Douglas C-47 Skytrain (Dakota) D-Day Edition by Cobi

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




Douglas C-47 Skytrain (Dakota)

D-Day Edition

by

Cobi






 The Douglas C-47 Skytrain, Dakota in English service, was based on the Douglas DC-3 Airliner. It seems amazing, but the DC-3 was first flown in 1936, and there are still ones being flown today in parts of the world as passenger or freight planes. The C-47 continued in the U.S. Air Force until the late 1960s. Its variants are too numerous to list. You might have heard of it being used as a gunship in Vietnam. It was nicknamed 'Spooky' or 'Puff the Magic Dragon'. It was armed with an array of weapons with which to rain havoc upon enemy soldiers. This model that we are building was modeled after ones used on D-Day in 1944.






 I think we will first delve into the fact that this is a Cobi block kit. Like addressing the elephant in the room. Yes, this is a block kit that in a slightly different form, most children would love, and often get on Christmas or their birthdays. Another yes would be that we are grown men building with Cobi blocks. I say who cares. To me the sense of accomplishment that comes with building a Cobi kit is the same as building a model. No, I take that back, it is better than building a model. Some of us are artists, but most of us are not. There are some people who have a lot of free time on their hands; again most of us do not. To build and craft and paint a model is a lot of time and work. Yes, some of them do look just like the real thing. I, and a lot of other people, cannot build a model to look like what you see in magazines. I do not have the time nor the skill sets needed for it. I can however, build a Cobi kit that looks amazing and have fun doing it. This part of our hobby is something that anyone can do and enjoy. First of all, building a Cobi kit is affordable. When you buy a Cobi kit you are not spending a car payment for the model. To be perfectly honest, I do not think that the finished block models that cost $300 and more look any better than a Cobi one. In fact, I think some are quite inferior. Please do not get me started on the cheap knock-offs. They look bad and are only slightly less expensive than a real Cobi model.






 This model of the Douglas C-47 Skytrain is exceedingly well done by Cobi. Their planes are looking less 'blocky' with each new one coming out. A tank is a lot easier to make out of blocks because of its shape. By their very nature, planes do not lend themselves to be made out of blocks. So the fact that Cobi can pull it off is even more amazing. I proudly put my Cobi sets on display next to the diecast models that I have bought. 






 So how is it to build one of these? In one word, enjoyable. You are not waiting for paint to dry, or have to get these two pieces together right now before the glue dries. If the phone rings, just answer it. If you want to get a cup of coffee go ahead. The blocks will be waiting right there where you left them. if you want to finish your entire model today or just put together ten pieces it is up to you. The directions stop at roughly each two to ten pieces for each separate piece of the construction. Have fun; that is why you bought it. You didn't buy it to think everything through and to worry about what about this part, do I have the right paint etc. You bought it to enjoy building it, alone or with someone. Then there is the absence of fear, what if I did the last pieces wrong. Just take the few pieces off and do it over. No fuss, no mess, and completely hassle free. 

 This build for me was very calming and I really wanted to see how good Cobi could make this plane look. I was astounded at how much better it looked than I thought it could in the end. The build itself was only 550 pieces so I knew roughly how long it would take. I spread it out over a few hours and two days, because, well because I could. There were no hiccups in the build other than one of my own making by not looking close enough at the directions. 






 I want to thank Cobi for allowing me to review this excellent addition to their air fleet. One thing I want to discuss is missing parts. I have built ten of the Cobi models so far and I always have extra pieces. The only time I have come up short is because I used the wrong part earlier in the build. I have seen some people posting that they have missing parts and for me I have never had that problem. 

Link to the Douglas C-47 Skytrain:
https://cobi.pl/en/small-army-ww2/aircrafts/douglas-c-47-skytrain-dakota-d-day-edition,art,11660.html


Robert 

In the wargaming space, it's particularly interesting to see a game that bends the norms of the genre to suit a particular war or ev...

Battle for Iwo Jima Battle for Iwo Jima

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



In the wargaming space, it's particularly interesting to see a game that bends the norms of the genre to suit a particular war or even specific battle. That's the nature of Battle for Iwo Jima, the new title from one-man operation YoboWargames. As you might imagine this game focuses on just one battle, the brutal struggle for that tiny island in the Pacific. Battle for Iwo Jima takes a look at the conflict through the lens of simple, yet thoughtful game design where each side follows a different set of rules. 

This is a single player only title, where you can only play as the US Marines, and there is only one scenario. This might sound pretty limited in an age where we expect games to have unlimited content and options, but in this case it works in the favor of the game. By designing the entire game around playing this one battle from one direction, the focus is entirely on making that specific experience more interesting. At the same time, the game uses a straightforward and simple set of rules that are more reminiscent of a boardgame than anything else.



Play proceeds through a fixed set of phases. The player controls the US Marines from the initial beach landings to the bitter end of the battle. If you manage to get there! This is not an easy game and it's entirely possible to be relieved of duty after only a few turns if things go exceptionally poorly. Each turn progresses through a series of distinct phases as the player assigns limited support points to units of their choosing, and moves the Marines around (while the Japanese shoot at them), then the Japanese get to hit them with artillery, and attack Marines that are adjacent. Surviving Marine units then get a chance to attack the Japanese units. Afterwards there is a night phase where the Marines can be attacked again by the Japanese. Occasionally a suicidal Banzai charge will occur which is a high stakes affair for everyone involved, but often favors the player. 

You'll notice that the Japanese defenders get many opportunities to inflict casualties on the Marines, while the player's forces only get one attack per turn, if they manage to get into position and aren't so fatigued as to make the attack more risk than reward. The key advantage that the Marines have is that they are highly mobile, able to move as far as they want each turn, while the Japanese defenders are fixed in place and never move. The trouble is, the only way for the Marines to find and close the distance to the defenders is to take fire and hope for the best. Often, if you aren't careful, your Marines will wander into a killzone, taking fire from two or three Japanese units at once. This hazard is at times unavoidable, as the time constraints mixed with the physical constraints of the geography force you to choose between making a safer, yet limited attack, or rolling the dice and trying to overwhelm the enemy.


I will admit that this was a difficult game for me, and I have not managed to win the entire campaign yet. Repeated plays have given me a better sense of strategy and how to deal with the challenges the game deals out, but it's still rough going. The battle also changes as it goes through a couple of phases. Taking the airfield near the beaches isn't too hard, as the Japanese are mostly in the open and there is some room to get at them once you crack the line in a spot or two. The next item on the agenda is taking Mt. Suribachi, which limits the damage from the Japanese artillery and eliminates one front from your concerns. This is a bit harder, as the Japanese are dug in and there is little room to maneuver. After that, the real grind begins as the player must break through and defeat multiple fortified lines of defense to conquer the rest of the island. While the Marines do get several waves of new units and some reinforcement points, they never feel like quite enough for the task at hand. Fortunately, the game does come with a thorough manual that includes a strategy guide, which you will definitely want to read through. 

To make all of this a bit more complicated, Marine units can only fight when they are in range of their HQ, which must by necessity be kept right at the edge of dangerous territory if you want to keep with your timetable. It's very tempting to move them up closer, directly into danger, so that your flanking units are still in contact. You also get several tank units, which can attack directly but are best used to support the attacks of infantry. You have no choice but to send the tanks into harm's way if you want them to be of any use, but you can dedicate your "support" points to them each turn to give them a better chance. 


So that covers most of the gameplay mechanics. It is indeed a relatively simple game that you can learn how to play in a matter of minutes. To win, however, will require you to learn the nuances of the system and how best to approach the problem at hand. Thoughtlessly throwing your Marines at the Japanese defenders will quickly result in them being whittled down to nothing long before you have control of the island. Rather, you must consider the potential risks and benefits of each move, and exploit any seams that appear in the Japanese defenses. You must also accept up front that you will take considerable casualties no matter what. I found this to be a sobering aspect of commanding this particular battle. There is no tactic that allows you to completely avoid taking fire and the accompanying loss of men. You have to put your boys into harm's way in order to achieve your objectives.

Battle for Iwo Jima has relatively simple graphics to go along with its simple rule set. That said, the visuals do have quite a lot of charm to them. The occasional animations bring the boardgame-esque map to life, like when flares go up during the night attack phase, or the occasional flight of US Navy fighters cruises across the map. One clear benefit of the simplicity is that the game has extremely low system requirements and should run on practically anything.



For the very low asking price, this game is easy to recommend to anyone interested in the battle or in the market for a simple, if not easy, wargame. You will get an enjoyable experience for sure, though once you have beaten the game there might not be too much reason to return. Still, this is a nice one to add to your collection whether you are an experienced wargamer or someone looking for an entry point into the genre. 

Battle for Iwo Jima is available on Steam.


- Joe Beard



Contact me at beardjoe33@gmail.com or on Twitter @_AWNT_








Cruel Morning: Shiloh 1862 by Tiny Battle publishing  The Battle of Shiloh is considered by most to be the turn...

Cruel Morning: Shiloh 1862 by Tiny Battle Publishing Cruel Morning: Shiloh 1862 by Tiny Battle Publishing

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




Cruel Morning: Shiloh 1862

by

Tiny Battle publishing






 The Battle of Shiloh is considered by most to be the turning point of the war. Up until that time there had been battles, but this was the first one with a horrific casualty list. To add to the frightfulness was the fact that it really didn't affect the situation at all. True, it was a tactical win for the Union, but because of it the Union almost lost Grant (and Sherman). It was a blood bath that had no real conclusion, except that Americans were now really at war, and the bloodshed was only going to mount. Tiny Battle Publishing has been making a few Civil War games lately. I recently reviewed their 'The Devil's to Pay' about the first day of Gettysburg. That one was designed by Hermann Luttmann, one of my newest favorite designers. This game was designed by Sean Chick who I also like, and whom I have a fair amount of games from. So let us see if Tiny Battle Publishing can pull off another smaller or better coup. This is a blurb from Tiny Battle Publishing:

"Rally 'Round the Flag! is a brigade grand tactical system that combines old school hex and counter maneuvers with rules for command and control, leader personalities, and a CRT that favors quality and firepower over raw mass. For Shiloh the series will feature rules for the 47th Tennessee, Lew Wallace’s variable arrival, and Union gunboats among other things. The game comes with multiple scenarios, including a better Confederate attack plan, the battle starting on April 5, and the second day of battle. In addition, rules are included to modify each scenario with a variable arrival for Don Carlos Buell’s Army of the Ohio and part of the Fort Donelson garrison escaping and taking part in the battle. For those wanted to be even more adventurous, units are included from Earl Van Dorn’s Army of the West, and the brigades involved in the siege of Island No. 10."





 This is what comes with the game:

One beautiful 11"x17" paper map
One two-sided 8 1/2"x11" Player Aid Card
One single-sided turn and point tracking card with Random Events Table
One full-color 24-page rule book
121 two sided unit counters
Two Command Point markers
Two Victory Point markers
Ten Out of Command markers

One Game Turn marker 

 So you can see that for $22 you really do get a lot of gaming in a small package.

 The map is small, but entirely adequate for the job. The terrain features for each hex are easy to discern. Shiloh, like some other battles, was actually fought in a very small area so there is really no need for a larger map. The counters are large and very easy to read the information needed off them. The Rulebook is in black and white, and the rules themselves are only nine pages long. The other pages are filled up with four scenarios. To add to the replayability the designer has added eleven different options for the player to choose from for each new game. Some of these favor the Union and some the Confederates. These are the scenarios:

Historical Battle
Better Confederate Plan
Attack on April 5th
Day 2: April 7, 1862

Options:

Fort Donelson Division
Earl Van Dorn Crosses the Mississippi River
Island No. 10
Confederate Flanking Forces
Pittsburg Landing: Headquarters Army of the Tennessee
Henry Halleck in Command
Charles F. Smith in Command
Nelson Arrives
Lew Wallace Takes the River Road
Don Carlos Buell at Crump's Landing
Army of the Ohio and the Transports

 These help or hinder each side as far as the Victory Points etc.






 The Sequence of Play is:

Initiative Phase
Random Events Phase (if triggered during initiative)
Artillery Bombardment Phase
 First Player Phases
Activation Phase
Movement Phase
Combat Phase
 Second Player Phases same as First Player
Recovery Phase
Victory Phase





 The Units also have their quality listed as one through 5.

1: Green
2: Trained
3: Experienced
4: Veteran
5: Elite

 There are also Optional Brigadier Personality Rules. Each leader has his personality listed as:

(A) Aggressive: Brigade must be moved toward the nearest enemy; if equidistant the acting player chooses.
(C) Cautious: Brigade must move away from enemy and cannot enter an Enemy Zone of Control during movement.
(P) Prudent: Brigade cannot move.
(W) Wild card: No restrictions.

 The above effect play only when results of 2,3, or 10 are rolled on the Random Events table.





 Speaking of the Random Events table, it is exceedingly brutal at times and a complete game changer. If during the Initiative Phase the die rolls are a tie, the Random Events table is looked at. On a die roll of 1-3 it is a Confederate Event, and on a die roll of 4-6 it is a Union one. We will look at #2 as an example:

2. Grand Blunder: On a 1-5, move 1 enemy corps as if it were under your control. On a 6 you command that enemy corps in the following turn as well.

 The game functions on Command Points. Each Player is given a set amount of Command Points per the scenario rules. At the beginning of the Activation Phase the Acting Player rolls a die to see if they receive extra command Points.





 This is a great little game that has plenty of 'big game' glitz and rules. The amount of scenarios and options to play are really amazing for the price. A lot of work was put into the game by the designer. There is nothing wrong with small games, but you almost wish the ruleset was used in a full sized game of Shiloh. Thank you Tiny Battle Publishing for letting me review this small wonder.

The game's website:

Robert










278th Squadron "The Same 4 Cats" by Quarterdeck International I do not know why, but I absol...

278th Squadron by Quarterdeck International 278th Squadron by Quarterdeck International

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





278th Squadron

"The Same 4 Cats"

by

Quarterdeck International







I do not know why, but I absolutely love Italian planes from right before and during World War II. I have flown them in every combat flight simulator that has been made, from the biplanes to the 2005 series of fighters and most of the bombers, including this one the Savoia Marchetti 79. This was usually shortened to just SM.79, or as the English called it "Damned Hunchback". The Italian nickname was Sparviero (Sparrowhawk). In this game you will be flying it in the 278th Squadron, nicknamed "The Same 4 Cats (I soliti 4 gatti). The plane, although of prewar design, was a very good torpedo bomber. It scored many hits against the Royal Navy in World War II.






 The game is composed of a Game Mat and several decks of small cards. These decks are:

Mission
Ship
Event
Resolution





 The game retails for $16, so understand these are small decks of cards made of thin cardboard. They all work fine except for one small snag, and it has nothing to do with gameplay. The Ship Cards are done in yellow and the small write up about the ship, not needed for play, is in a red that for me is very hard to read against the yellow background. Even with that slight blip it doesn't change or hurt the game one iota. 





 The rules are very simple. The player will play out ten missions with your SM.79 to try and torpedo a ship(s). So the Mission Card is pulled first. The Mission Card will show you if you have to add any cards to the Event Card deck for that mission. It might be more AA Cards or a Sun Card etc. Your plane will start out with seven Event Cards away from the ship. Now this is the tricky part, you can choose to release your torpedo between cards four through one. Of course, the closer you get the more you have a chance for a torpedo hit, or for you to turn into a fiery ball. On your way to the ship you have to deal with Event Cards that can help or hurt you ie. Sun Cards or AA Cards. Then when your nerves have had enough you let go of your torpedo and check to see if you have hit or missed the ship. You will have to make up 'Decks' of cards to figure out damage, hits, or what have you. The instructions will tell you exactly what cards will make up these Decks. So for example, the game will say to see if your torpedo hits, "make a deck of three Hit Cards and one Miss card". As I said, the rules are pretty easy. Your goal is to first, survive your ten missions and second, to torpedo ships and win medals.





 I am the worst pilot that the Regia Aeronautica has ever had. My abilities to miss a ship with a torpedo is only bested by my ability to attract AA fire. One problem that I have is that to increase my chances of getting a torpedo hit, I continually try to get as close as possible to my target. I should weigh the odds more and try from further away. My nickname in the Italian Air Force is 'Smoky'. I think it comes from my inner thought while playing 21 to always say 'hit me'. Either that or I believe that the ship will be damaged by the pieces of my flaming plane hitting it. 

 The game is simple to play, but it does have some thought behind it. The game is not just a time waster or card turner. You do have some control over the life of your plane. Thank you Quarterdeck International for letting me kick the tires in this fun, exasperating little game.

Link to the game:
https://www.quarterdeckinternational.com/store/278th-squadron-the-same-4-cats

Robert








Preview of End of Empire: 1744-1782 by Compass Games  I took advantage of the 40% off sale at Compass Games and fin...

Preview of End Of Empire: 1744-1782 by Compass Games Preview of End Of Empire: 1744-1782 by Compass Games

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



Preview of End of Empire: 1744-1782

by

Compass Games




 I took advantage of the 40% off sale at Compass Games and finally picked this one up. It has the Colonial Wars between France and Britain, and the American Revolution rolled into one. Here is the blurb from Compass Games:

 "End of Empire: 1744-1783 is a two player game covering the three great conflicts fought on the North American continent between 1744 and 1783: King George’s War, the French and Indian War, and the American Revolutionary War. The game represents great value with 15 scenarios spanning these 3 wars."


This is the Northern Map


 This is what you get with the game:

Two 22 X 34 inch maps
Five countersheets (9/16” size) & Replacement Counters
One rulebook
One scenario book
Multiple reference cards

 The map is done very well and it is easy to read and figure out the terrain of each hex. The counters are excellent and have the picture of each general on their counter. The Rulebook and Scenario Book are in black and white, but the type is large and easy to read. The Rulebook is twenty-three pages long. The Scenario Book is twenty-seven pages long and is packed with the aforementioned fifteen scenarios. I was very pleased to see that Compass Games had added another scenario to the game 'Lord Dunmore's War 1744'.

 These are the scenarios:

Invasion of Canada 1775
Main French and Indian War
Full French and Indian War
The American Revolutionary War: 1775 Start
American Revolution 1776 Start
The British Invasion Scenario
American Revolution 1777 Start
The Saratoga Scenario
Burgoyne's Second Chance (What If)
The 1778 Scenario
The Southern scenario
The Final Year Scenario
The British Dream Scenario (What If)
King George's War
The war of Jenkin's Ear




 So with the added scenario that gives a player a whopping sixteen. The game pieces look excellent and it portrays some of my favorite periods to game. I cannot wait to get this on the table. Compass Games' sale continues until 4/5, so hurry up and get your order in. Thank you Compass Games for what looks to be another great gaming experience.

Robert

Preview of Lock 'N Load Tactical Digital by Lock 'N Load Publishing  Here we are very lucky to h...

Preview of Lock 'N Load Tactical Digital by Lock 'N Load Publishing Preview of Lock 'N Load Tactical Digital by Lock 'N Load Publishing

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




Preview of

Lock 'N Load Tactical Digital

by

Lock 'N Load Publishing







 Here we are very lucky to have the best of both worlds, the digital and boardgame, and able to choose which we would rather play at the moment. There is a time for boardgames, even solo, and a time for the computer to lend a helping hand. I have reviewed and liked the tactical series from L'NL and was a little wary of how the digital version would turn out. I have also reviewed some of their 'Nations at War' series of boardgames and really liked them. So I was very pleased to find out that the digital version of them was excellent. I was wary about the Tactical series in digital, because lightning very rarely strikes twice. So, was L'NL able to put it in a bottle and use it for this game series also? The answer is an unequivocal YES! The game plays pretty much exactly as the boardgames do. The AI is also as good as the one in Nations at War Digital. The game will becoming out on Steam very soon. The L'NL Tactical base game comes with four scenarios from their Heroes of Normandy game and two from their Heroes of the Nam game. They are releasing two scenario packs of the aforementioned games with twelve scenarios each when the game launches. The scenario packs will be add-ons that you will have to purchase separately. They are also working on adding the rest of the Tactical series games as other add-ons to the base game. The tentative release date is 4/2, so keep your fingers crossed.

This is the link to L'NL Tactical on their site:

Oftentimes, you hear the term "tried and true" thrown around when discussing various game mechanics and styles of play. T...

Panzer Corps 2 Panzer Corps 2

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



Oftentimes, you hear the term "tried and true" thrown around when discussing various game mechanics and styles of play. There may not be any flavor of strategy gaming more tried and true than that which was epitomized by the classic Panzer General released in 1994. Many, many war and strategy games have drawn from its simple, yet effective style of turn based combat. Just about every type of setting from fantasy, sci-fi and real history has gotten the Panzer General treatment at some point.  If you aren't familiar with this sort of game, here's the quick version. Hexes, IGO-UGO turns, resource points, units which gain experience and are carried forward from mission to mission, and the ability to upgrade those units over time to bigger and meaner versions of themselves.


One of the most prominent of these successors was Panzer Corps from Slitherine, which stuck closely to the original setting of WW2, while updating everything about the game from the visuals to the number crunching going on under the hood. The game was obviously quite successful, as it spawned an almost never ending supply of official new campaigns and user made scenarios. Now Panzer Corps takes another leap forward in the form of a brand new sequel.



Right off the bat, Panzer Corps 2 is visually the prettiest thing Slitherine has ever released. Caught somewhere between trying to appeal to the wargaming crowd and the mass market, the publisher has put out many games over the years that were "just okay" when it came to visuals. With Panzer Corps 2 I think they can confidently say that they finally have a truly great looking game to show off. Not just on the technical side of things, but in terms of pure style. Panzer Corps 2 has got style in spades, even compared to many mainstream games. The entire package, from the menus, the unit models, the UI, the new strategic view, and most especially the map itself, looks sleek and polished. The colors really pop off the screen, with a perfect level of contrast and lighting that makes pretty much everywhere you fight look beautiful, be it green forests or arid deserts. The unit models all look great, being realistic enough, but with just a touch of style to smooth the edges, matching the look of the trees and mountains around them. The developers clearly were proud of the models, as you can zoom in as close as you like to check them out. I could go on, but you get the idea, this is a visually appealing game whether we are talking mainstream or wargames. 


Now, how about the gameplay, are we looking at a massive leap forward there as well? Well, the short version is that if you loved the previous game, this is a no brainer to purchase. If you hated the first one, you probably won't find a radically different experience here. If you were in the middle, read on, as there are a lot of nice tweaks across the board that improve the experience in many ways. 


Often, when a sequel to a game with a lot of DLC comes out, users find themselves feeling like the sequel is quite anemic in terms of content compared to the fleshed out previous game. They might also be concerned about the expectation of buying a lot of the same DLC all over again. (*cough* The Sims *cough*). With Panzer Corps 2, while I have no doubt DLC is on the way, the initial experience is quite beefy. The campaign only lets you play from the German side of the war, but features more than twice as many possible missions as the Panzer Corps 1 campaign. You can play the war from start to finish, or jump ahead to the operations of Barbarossa, Kursk, North Africa, or Italy. While playing the full campaign, you will often get chances to choose one branching path or another, offering different experiences on a second play through. In addition to a bigger campaign, Panzer Corps 2 also comes with a tutorial campaign, several tactical puzzles, some large standalone scenarios (Crete, Fall Weiss, a couple fictional ones) and a random skirmish generator. I found the random skirmish generator to be a fun alternative to the campaign, giving you a chance to experiment with all sorts of units and tactics while not worrying so much about being efficient across multiple missions. It also lets you set up chaotic free for all battles between every faction in the game, something you certainly won't experience in the normal missions. Not to mention all of this can be done in multiplayer matches as well. 


I feel like a key missed opportunity here was not including some kind of mode akin to the Advance Wars series, where you fight over resource producing towns and unit producing factories. As far as I can tell, you get a starting set of units, initial resource points to spend as you please, and that's it. This makes for fierce but brief battles, which is fun but there's room for more here. I would have loved a mode where you start with perhaps only a couple basic units, and then gain resources each turn depending on which objectives you hold, leading to an escalation over time of more expensive units appearing on the battlefield. Just a thought, if developers or modders are listening!


The mechanics of the game have been tweaked in a lot of minor and significant ways, although the core experience will be readily familiar to fans of the genre. Generally speaking, Panzer Corps 2 does a lot of things that give the player control over their experience and I love this aspect. When starting a campaign, you can choose a preset difficulty setting, or fine tune things in some interesting ways. For example, as in many turn based games, there is an undo button for those times when you misclick or just flat out make a bad move. Here, you have a ton of options about how this feature works. You can limit yourself to only so many "undos" per turn, or per mission, or none at all, or unlimited. You can change how revealing the map works, how random the combat results are, whether supply and weather are a concern, and how many commander trait points you get (more on that in a moment). You can also crank the difficulty way up in different ways, or switch on Ironman mode. 

The game also gives you new options in how to shape your force to match your play style. At the beginning of the campaign, you can customize yourself as the commander. You get a couple of points to put into perks like extra mobility for tanks, or making enemy units deteriorate faster when you cut them off from supply. You can also choose some negative options like getting new units later, or not having access to artillery at all. Selecting these negative traits gives you more points to spend on the positive ones. This system is great, as it can really let you change up how you play the game on different campaigns. There is also a new system for specializing your units over time. After every mission you will get a new "hero" which you assign to a unit, and each unit can have up to three of these guys. Heroes don't give flat stat bonuses, which are always boring, but instead gives the unit an interesting perk. Some examples are one that gives the unit a large experience bonus when it takes losses, and another that causes any enemy unit attacked to lose all of its movement points for the turn. This in turn makes for fun choices about how to best utilize them and eventually combine 2-3 perks in one unit.


So now we've hit on many of the supporting elements of the game, but what's new and improved about the core of Panzer Corps: the combat? While the heart of the gameplay remains the same, numerous of changes have been made which add some much needed nuance to your battles. I won't list out every single change, but to suffice to say many changes have been made to make the experience more enjoyable, flexible, and minus a few of the frustrating aspects from the previous game. I will go into some of the things that were highlights to me, and made the combat much more engaging than before. One huge change is to the way supply works. It is now very similar to Order of Battle, in that certain cities and other spots on the map serve as supply hubs, and your units must be able to trace a path to them to stay "in supply." If cut off from supply lines by the enemy, a unit will quickly become less effective and then completely helpless. This is a great change, and opens up a lot of tactical decision making about cutting off enemy units instead of fighting head on, and deciding how risky you want to be when racing units ahead of your main force. 

Direct combat has been changed with a more detailed system for suppression and accuracy. Units will now often take suppression "damage" which reduces their attack capabilities for the turn. Some units like artillery and anti-aircraft batteries will not do much direct damage, but will inflict a lot of suppression, indirectly protecting friendly units and softening up targets for attack. Accuracy is a new stat for units, determining how many of their shots actually hit in each attack. This value can be influenced by many factors, including the presence of an adjacent recon vehicle or aircraft. This makes recon units that much more useful in combat. There are actually many such adjacency bonuses that will influence how you shape and deploy your force. Having combat engineers on hand will let other units ignore some of the enemy entrenchment level, anti-tank units can now provide supporting fire from behind the front line, and having friendly units in flanking positions makes an enemy easier to attack.  


Another welcome change is how aircraft work. No longer do aircraft wander the battlefield for numerous turns, waiting to run out of fuel. Instead, they now can only operate within a certain range of their assigned airfield, and will return to base at the end of each turn. This feels much better than the old system, and gives each side a certain area of the map in which they can or can't project air power. Capturing airfields is more critical than ever, as doing so will allow you to bring your aircraft forward to continue supporting your advance. 

There are many other changes I won't go into detail about, but all of them add up to make the experience of playing Panzer Corps 2 feel more polished and fun than ever before. The more nuanced combat model, the inclusion of unique perks for your commander and heroes in individual units, and the gorgeous, slick visuals combine together to make for a fresh beginning for a long standing series. A lot of these changes will go a long way towards addressing the chief complaint that many had about the first game, which is that it felt more like a puzzle you needed to solve than a true strategy game. Although I haven't made it all the way through the full campaign, I have yet to hit a point where I felt like continuing was impossible due to choosing the wrong unit mix along the way, or that a given scenario had one "correct" way of playing it. The many small changes have made it such that things are far more flexible, both on and off the field of battle.


Overall, I find Panzer Corps 2 to be a significant step forward from the previous game. Lessons have been learned both from that game and the success of other games in the genre over the past decade. Take those positive changes in design philosophy, along with some new ideas, and a fresh coat of paint, and you've got yourself a real winner. I think most anyone who enjoys this kind of game at all will enjoy Panzer Corps 2, and even some critics of the first title will be won over by the improvements. 

Panzer Corps 2 is available on Steam or directly from Slitherine.





- Joe Beard
Follow me Twitter at @_AWNT_ or email me at beardjoe33@gmail.com





hpssims.com