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Day breaks over the kingdom of Graykeep. Well, calling it a kingdom would be a generous statement. Once...long ago, before the Dissoluti...

Shadow Empire Preview: The Graykeep AAR Part 1 Shadow Empire Preview: The Graykeep AAR Part 1

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



Day breaks over the kingdom of Graykeep. Well, calling it a kingdom would be a generous statement. Once...long ago, before the Dissolution War, it truly was a magnificent place known around the system. Or so the records and traditions passed down to me by my father say. Truth be told, no one can say for sure what the kingdom was like, or even how long it has been since those glory days. The darkness of endless war and devastation ruined our world, and all of the others known to man during the Dissolution War. A complete loss in communication and trade with other worlds, a regression of technology, and a total breakdown in society has left little standing in the ashes. My family line and a few thousand loyal followers have clung to each other in the city of Hawking and its surrounding villages for centuries, holding out against famine and raiders alike. Now, on the day of my coronation, as I take my deceased father's place, we are poised on the edge of a new era.



Our resource situation, after years of progress and setbacks, has finally become stable enough to support a small standing army of militia, including vehicles for some units. These forces are divided up into several smaller battalions and one, relatively, powerful offensive brigade. We know little about the world around us, only that there are green prairies to our east, a desert to the west, and mountains in between. Ancient roads, now reduced to dirt paths and traveled only by the occasional merchant, still exist and will serve as our means to resupply the troops we send afield. We do not know how far these roads extend, and will likely need to invest in building new ones as we go. 

When it comes to neighbors, we do know the names of several similar city states like ourselves, but no one is certain where their capitals lay or what their exact dispositions are towards us. The little news we have received indicates that other places are in a similar situation as us, able to field small forces to defend their territory and perhaps expand. In the gaps are roving bands of militia, holding onto whatever they can, but without any proper government. Something is in the air, a feeling of tension as if a spring were coiled, we are not the only ones ready for action. 

Our goal is to take back what was once ours, and return civilization to this planet. We will do so by force if needed, by diplomacy when possible. This objective will require us to find new resources and invest them in new infrastructure. To that end I direct my secretary to form an economic council and appoint a promising young staffer to lead it. This council will focus on finding resources and developing new technologies to exploit them. There are many other councils that will need to be formed as we go, using some of our political resources, but each one added gives us many new avenues for improvements.



Our initial ventures afield go as expected. Troops are sent down the known roads and link up our capital with several nearby villages, adding to the kingdom right away. We also stumble across the wreckage of an advanced vessel from the Galactic Republic days. Somehow, despite the centuries of time that have passed, this wreck remained hidden in a ravine and was never picked over by scavengers. Studying it will greatly help our research efforts as we work to recreate the more advanced technology of old.

As we also expected, before too long our troops begin to push up against the forces of our neighbors, who also seem to be on the move. There are no official borders established between us, as they are as much in the dark as we are. Not looking to immediately get in a fight, I pull my forces back to hold onto the towns we have found, and secure the precious advanced wreckage. In the south, our troopers do not encounter any opposing forces and continue on, locating additional villages to bring into the fold. While adding all of this additional population is the goal of our mission, it also means that we have many more mouths to feed. I decide to invest in a domed farm right outside Hawking, where water is plentiful. I also direct our work crews to start their first infrastructure project by building a short new road out to a village that we have discovered. Hopefully this will be the first step towards a globe spanning network centered around our kingdom of Graykeep.


Over the next few months, we bide our time, investing in new government councils while getting a better view of the big picture. We now have a rough idea of the forces facing us from the west, as they continue to encroach on our territory but do not yet attack. Our scouts, initially skittish, reporting the potential foes to be overwhelming in numbers, but cooler heads have prevailed and now we see that their forces in similar to our own, and we have reinforcements we can bring to bear if needed. The troops we sent south find some working automated machine gun bunkers from the Republic days and bring them online. Unfortunately, these units cannot be moved easily, and we do not yet have to means to redeploy them.

As most of our forces are currently occupied with staring down the neighboring army, I decide to invest in an independent company of buggies that can serve as fast scouts to continue exploring the unknown territory around our kingdom.



Over recent months we have tried to sneak a spy into the lands of Limehead, which have learned is the name of the nation to our west. Their forces have not retreated from the border, and I would like to know what lies beyond their lines.The first two attempts to send over a spy fail, but on the third try they are successful, we expect reports to filter back soon. Our scout company of fast buggies is almost complete, and will move out shortly.

We did get some more good news from our soldiers to the south, after some more poking around in the ruins, they recovered a fully functioning mechanized walker from the Galactic Republic era. Our rudimentary militia, equipped with only basic weapons like rifles, machine guns, and RPG's, will be happy to have this war machine bringing its additional firepower to bear. Knowing that we have so many neighbors around, and hoping for better options to interact with them, I decide to form a foreign affairs council. This will generate more stratagems for us to use in diplomacy.


The Emperor of Limehead, apparently tiring of the ongoing situation between our forces, requests that we formally recognize the current lines as the legitimate border between our nations. With the information reported by our spy, I can now see that there is mostly only mountains and desert out there, and so I decide that peace would be prudent at this time. The lands to our east seem far more promising and hospitable. Recognizing the border improves relations between us and Limehead, so I feel safe to remove the bulk of my forces from that area and send them up the road to the northeast. Our first foray into that area encountered numerous groups of unaligned militia and it is likely we will need to fight to take the resources in that area.



Tragedy strikes the scout company we sent into the wilderness to our east where no roads existed. They find a couple of villages, but upon entering one they were ambushed by the local militia forces and nearly wiped out! Of course, this will not stand. I divert some of my troops to secure those villages and the nearby sea. We will need to begin a large road project here if we want to truly control this area. Sending my forces so far into the countryside with no road for logistics is a bad combination. Running low on supplies renders even the best troops vulnerable and useless.



To the northeast, things get hot but go our way as our better equipped army is able to crush several units of unaligned militia. I've begun to consider these forces rebels more than anything else. They should know by now that these lands belong to Graykeep and standing against us is futile. There is another minor kingdom here as well, and we are able to gets eyes on their capital. Like with Limehead, we choose to respect their borders for now so that they will not molest our advances east. After breaking through the rebel lines and driving away most of their forces, we send the battle walker forward to quickly capture a couple more villages. Nothing quite like seeing such powerful ancient technology bearing our banners to bring people into the fold. 



Some of the rebel forces refuse to retreat, and are pounded by our artillery, infantry, and the battle walker. With so much firepower on our side, coming from multiple angles, we are able to inflict heavy casualties while sustaining almost none ourselves. Our forces grow confident with each victory, and kingdom of Graykeep continues to expand under my watch. At home, some new technologies and ideas are discovered, giving us new options and improving the efficiency of my government. I decide to form multiple councils focused on research and development so that we may maintain an advantage over our rivals. I suspect that the going is about to get a lot tougher.



This article is the first in an AAR series I'm doing as a way to preview the upcoming Shadow Empire. This game has really grabbed my attention with its fascinating premise and deep gameplay. It is from creator of Advanced Tactics Gold and the Decisive Campaigns series. At a glance, Shadow Empire bears some resemblance to those games, and does use a similar combat system. But. This game has so much going on that really sets it apart. The manual includes a dozen pages of back story giving context to the setting and the goes on for another 160 pages detailing all of the various systems and mechanics driving this game. It's a lot to take in, and I'm learning as I go. That's why I choose to do this AAR, to chronicle a game so you can get an idea of what it is like, and to give me time to really sink my teeth into the gameplay and the fun setting. I think this game certainly bears a close look from all wargamers and strategy fans. More to come soon!


- Joe Beard






Red Storm The Airwar Over Central Germany, 1987 by GMT Games  The nightmare has become real. Both sides st...

Red Storm: The Airwar Over Central Germany, 1987 by GMT Games Red Storm: The Airwar Over Central Germany, 1987 by GMT Games

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




Red Storm

The Airwar Over Central Germany, 1987

by

GMT Games







 The nightmare has become real. Both sides stared at each other, and this time neither side blinked. Germany is now the playing field for this deadly game. The worst thing is this war will make the Thirty Years War look like a Boy Scout Jamboree. You, the player, are in charge of NATO or the Warsaw Pact air assets. Both sides are equipped with state of the art armaments, and also some that are long in the tooth.







 This is the back story to the game:

"March 1987: The hopes raised by Mikhail Gorbachev's reform efforts in the Soviet Union and nuclear disarmament talks with the United States are suddenly crushed when a military coup removes his regime from power.  Hidden behind a disinformation campaign, Warsaw Pact forces prepare for war against the allied nations of NATO.

May 1987: More than 2,000 aircraft in the Warsaw Pact air forces reach a peak of readiness.  They plan to overwhelm the NATO air forces and provide cover for the Soviet armies in East Germany to roll across West Germany to the Rhine in less than a month.  For NATO commanders, the long-feared “Red Storm” in the skies above Germany is finally here..."





 The box is the usual size for games nowadays. However, the weight of the game is more than above average. It does not come with mounted maps; it really couldn't due to space constraints, so that is not the reason for the heft. When opening up the box, you cannot but help hear the Ronco commercial in your head; "wait, there's more". The parts of the games just keep on coming. While this is not indicative of a good game, it is of a complex one. This is a little blurb about the game and its pedigree:

"The second sequel to the Charles S. Roberts Award-winning game Downtown, Red Storm is a standalone game that utilizes the Downtown game system to depict a hypothetical air war in May/June 1987 over the central portion of the NATO-Warsaw Pact front in central Germany.  Like Downtown and Elusive Victory before it, Red Storm is an “operational” level air warfare game where players manage large strike packages and numerous combat air patrols in an effort to strike enemy targets, protect their own ground troops, and secure control of the air above the land battle raging below.  Both sides field highly advanced all-weather aircraft, long-range air-to-air missiles, precision bombs, sophisticated electronic warfare assets, and networks of surface-to-air missiles and radar-guided AAA."

 The components are as follows:

Two 22” x 34” maps
1,260 die cut counters
One Rules Booklet
One Scenario Booklet
One Appendices Booklet
Five Full-Color Player Aid Cards
Three Full-Color Aircraft Data Cards
Two 10-sided dice
NATO and Warsaw Pact log sheets




 We will go over the components separately as far as their form and function. The two maps show the central area of the conflict. They depict from the Rhine to the Southwest of Germany. Their scale is roughly 2.5 nautical miles per hex. The maps are well done (this is GMT Games after all), and the information on them is easy to see without needing any deciphering. They are, of course, a bit spartan looking compared to a game about ground combat. There are three books for the player to use. These are: Rules of Play, Scenario Book, and the Appendices Book. The Rulebook is sixty pages long, but it is set up well and has a five page index in the back of the rules. The Rulebook also has information included to play out two different types of campaigns: Bombing and Recon. The game also comes with 'Limited Solitaire' rules for players to switch from one side to the other while playing. As a bonus, the game comes with 'Full Solitaire' rules that include the use of a 'bot'. The scenario book comes with thirty-six scenarios including the solitaire ones. The Appendices book has a full Order of Battle for both sides. This is also where you will find a eight pages dedicated to play examples. The Designer Notes and especially the 'Tactical Hints' are a very worthwhile read. All three books are in full color, and though stuffed with everything under the sun, they are easy to read. There are three Aircraft Data Charts. One is for USAF Aircraft (flipped side is for UK and FRG aircraft), and one is for the Warsaw Pact aircraft (flipped side is for GDR aircraft). The other is for aircraft from Belgium, Canada, and the Netherlands. With some of these countries you will find some old aircraft still in use, such as the F-104G Starfighter. There are five full color Player Aid Cards, and each of these has four pages. The Flight Log Sheets are double sided, and look to be about twenty-five pages so it is awhile before you will need to copy them. The Sam and AAA Log Sheets also come with a black and white representation of the game map on the back. With all of the above you can see that the player is well supplied with assistance etc. You can also buy cards for the Planes and AAA from Game Crafter. There will be more information on this going forward.




The NATO forces are outnumbered on the ground and in the air. The NATO player does have technology on his side in 1987. Playing as NATO, you are effectively fighting a zombie apocalypse. You keep destroying Warsaw Pact flights, but they keep popping back up as though springing from the ground itself. As the Warsaw Pact player, you have to go for broke, and hope that you can overwhelm NATO by sheer numbers.


Aircraft Data Sheets


 This game is both large and complex. It has a very high complexity rating on BoardGameGeek of 4.43 out of 5.0 (on the box it is listed as an 8) . You not only have to take care of your flights, but tons of other things also. The player is responsible for his side's missile AAA, and other ground AAA assets. You are responsible for your radar, electronics (jamming etc.), and anything that goes with a late 20th century airwar. The player is in charge of choosing targets, flights, and your planes' loadout. Before you get dismayed, the game scenarios hold your hand and walk you through the rules by using a graduated level of complexity in them. Scenario one is discussed below. Scenario two is a large fighter sweep of Warsaw Pact planes to engage and knock out as many NATO fighters as possible. The game also comes with four other dedicated solo scenarios.




 Your first scenario is a solo one to introduce you to raid planning, aircraft movement, SAM acquisition, and air to air combat. The player must plan out a Warsaw pact recon flight path. In this scenario you just have to get the Warsaw Pact flight within one hex of each of the four target hexes at medium or lower altitude the NATO side has four conditions to meet for victory:

"1. Detection [10.1] and Visual Identification [10.4] of the WP Recon flight.
2. Achieve Full SAM Acquisition [15.21] on the WP flight at the end of two Admin Phases.
3. Conduct a successful BVR air-to-air engagement [11.2] of the WP flight. If the engagement occurs, resolve it as if it were normal BVR air-to-air combat, but the NATO player may not fire any shots.
4. Conduct a successful standard air-to-air combat engagement [11.2] of the WP flight. If the engagement occurs, resolve it as if it were a normal air-to-air combat, but neither player may fire any shots. Treat “Abort” Morale Check results as “Disordered” instead. If the NATO side accomplishes these four tasks, NATO wins. Otherwise, the WP side wins."



Counter Sheet One


 If you are a regular reader you will know that I have just entered the world of 2D air games recently. Red Storm takes this to a whole other level. It is not a game where you just have to work out the odds for a deflection shot, or maneuver your planes for a tail shot. The game has many things going on all at the same time. I admit there was a moment where I thought "what have I gotten into" when I opened the box. Luckily the designers had a dolt like me in mind when the developed the rules. As long as you take the time to get the basics down and then go through the scenarios as you are supposed to, you will be fine. The game comes with enough scenarios for any gamer. The only thing I wish was that the game wasn't predicated on nukes being used after six weeks. You can make your own scenarios, but it would have been nice to see the Air Forces duke it out after a few months at war, debilitated pilots, low stock, etc. The scenarios are made up of every conceivable type of air warfare engagement, from ground pounding right up to stopping tactical nuclear attacks. Like other Lee Brimmicombe-Wood (of Wing Leader fame, love those games) designs this one requires you to read the rulebook, and to keep it handy during play. The amount you put into the game will proportionally affect what you get out of it. I say take your time, and enjoy learning this notable game on the Cold war gone hot. Trust me, you will be up and destroying things in no time. I am using the aircraft and AAA cards that were made up by Game Crafter to use with the game. They look much like the aircraft cards in the Wing Leader series. I will provide a link to them. There is also a P500 for a new expansion to Red Storm, called Red Storm: Baltic Approaches. Thank you GMT Games for providing me with this very well done game to review.




This is a link to GMT Games Red Storm:
https://www.gmtgames.com/p-614-red-storm.aspx

This is a link to the Game Crafter cards:
https://www.thegamecrafter.com/games/red-storm-aircraft-sam-cards

Red Storm: Baltic Approaches:
https://www.gmtgames.com/p-844-red-storm-baltic-approaches.aspx


Robert

Last year saw the release of Fantasy General II , the more than two decades overdue follow up to the 90's classic. Slitherine and de...

Fantasy General II: Onslaught Fantasy General II: Onslaught

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



Last year saw the release of Fantasy General II, the more than two decades overdue follow up to the 90's classic. Slitherine and developer Owned by Gravity decided to revisit their iteration of the game just a little bit quicker. The Onslaught DLC brings two primary new features to the game. A significant of expansion of the air unit roster, and a new campaign that uses branching paths and procedural generation to offer a very replayable experience. There is also an extra mission slotted into the original campaign that will get you easier access to some of the new air units. 


While the air units are fun, and I'll discuss them later, the primary reason most players will want to pick up this add on is the new campaign. Taking place after the events of the main story, this new campaign is shorter overall, but is meant to be played more than once. There are three heroes from the original story to choose from, each with a very different style. One uses the standard units from the main campaign, one uses lots of not-so-cuddly animal units, and the last focuses on hiring mercenary units from mission to mission. Each hero also of course has their own style of fighting on the battlefield. In addition to choosing your hero, during this campaign you'll be constantly choosing between different branching mission paths. The different missions will give unique rewards and also shape the story to some extent. This means that you could play through several times before you see every mission, and use a different roster of units each time.

The game recommends playing on "Iron Maiden" mode. One save file, no quicksaving or restarting missions. And, as I learned the hard way, letting your hero take one too many hits and die is an instant game over, forcing you to start from scratch. I enjoyed playing using this mode, as the procedurally generated missions here tend to play much more quickly than the missions of the original campaign. This comes with the sharp trade-off of losing all of the in-mission storytelling and events, as well as the more complex mission objectives. Most missions here are simple affairs, like moving your hero across the map, or capturing a handful of objectives.  Even without any scripted surprises or side missions, the combat can still be unpredictable and interesting. The in-game world is in a state of chaos, with multiple factions fighting for control in the power vacuum left by the events of the main campaign. This is reflected by most maps in Onslaught having the potential for three-, and even four-way fights to break out between the various factions and neutral wildlife units wandering around the battlefield. 


The story itself is not nearly as deep as last time, but still has its moments. Essentially, your hero of choice is having vivid dreams, drawing them to seek out a powerful artifact in the war-torn lands of the Empire. This prompts you to go on a merry goose chase around the game world, seeking one item after another and fighting with a wide variety of enemies. The story is the same regardless of which hero you choose, but the way you go about it can be quite different each time you play. There's always a choice between two or three missions which each have different goals and rewards, and may send you down a separate path for a while. Ultimately, you'll always arrive at the same key story moments, and the overall story itself story doesn't change all that much regardless of your choices. The story does have a couple of charming moments and fun characters, but for the most part is just there to provide context for the procedurally generated missions.

Besides the new campaign, Onslaught also greatly expands the roster of aerial units in the fray. In the base game there are some air units, but they are limited to just a few choices. Now there's a wide variety of flying fighters, including many flavors of giant eagles. These various units can act as general purpose flyers, interceptors, or bombers. Although these additions don't radically change the game, they do open up some new tactical options, especially the bomber eagles, which can fly out, attack, and return to safety in one turn. You'll also need to be prepared to defend against such tactics.


At the end of the day, Onslaught is a nice addition to game if you enjoyed the main story and want a fresh experience. The missions play quickly, getting you straight to the action and on to the next challenge. There's a good amount of replayability between the three heroes and the numerous choices of missions along the way. While the story feels like more of a glorified side-quest than an epic tale, it serves its purpose. If you want some more Fantasy General II in your life, Onslaught is an easy recommendation. 


You can pick up Fantasy General II: Onslaught on Steam, GoG, or directly from Slitherine


- Joe Beard




France 1944 The Allied Crusade in Europe The Designer Signature edition by Compass Games This game was firs...

France 1944: The Allied Crusade In Europe: The Designer Signature Edition by Compass Games France 1944: The Allied Crusade In Europe: The Designer Signature Edition by Compass Games

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




France 1944

The Allied Crusade in Europe

The Designer Signature edition

by

Compass Games






This game was first released by Victory Games (let us have a moment of silence for the departed). Mark Herman was/is the designer of this game and a lot of others that are on your shelf. The first thing you will notice about the game is that it commits a grievous sin. Please sit down for this; the game does not include D-Day in it. I will let that sink in: a European Crusade game that does not include at least a D-Day scenario. There is also another shocker when it comes to scenarios, there is technically no Bulge scenario. This one, while being surprising, shouldn't really be too shocking. von Rundstedt, and even Model the ardent Nazi, thought it was foolhardy. von Rundstedt said of the Bulge, "Old Moltke would roll in his grave". So, we have a European Crusade game that starts after D-Day has been accomplished, and does not have a Bulge scenario either. What exactly do we get with this odd game:

• One mounted game map 
• One close-up Normandy game map • Two sheets of 0.65” rounded counters 
• Rules booklet • Playbook with example of play and designer’s notes • Two Player Tracks Aid Cards (identical) • One Turn Procedure Card • Allied Setup and Reinforcement Displays • German Setup and Reinforcement Displays 
• Two double-sided player aid cards (identical) 
• Four 6-sided dice (includes two custom combat dice) 


Product Information:

Complexity: 6 out of 10
Solitaire Suitability: 9 out of 10 (no hidden information)
Time Scale: Monthly turns
Map Scale: 20 miles (32 kilometers) per hex
Unit Scale: army-level HQs, infantry corps, armored divisions
Players: one to two, best with two
Playing Time: two to seven hours






 The designer has a very pertinent and somewhat funny story about the physical weight of boardgames, and how we judge them on that instead on what is actually in them. I confess that I too have been a weight checker on my boardgames. It might go back to Christmas presents; who knows? He does say that this edition has been graced with a very heavy mounted map to help offset any weight issues. The Mounted Map has been extremely well made and I believe it will put up with years of use. It is also very tastefully colored and tries, and succeeds, to hit the midpoint between art and usability. There is also the smaller Normandy Map that is used in the beginning of the Campaign Scenario. This has very large hexes to deal with the congestion of the bridgehead. The two sheets of counters match the map as far as looks. They are easy to read and pop out of the cardboard effortlessly. The one thing you will notice about them is that they are based on infantry corps and armored divisions, so there will not be that many on the board at all. This is the actual breakdown:

260 Playing Pieces
15 Headquarter Pieces (7 Allied, 8 German)
100 are Combat Units (54 Allied, 46 German)
145 Informational Markers







 The Rules Booklet is in full color and is very sturdy. It is twenty-four pages in length. The type is large and easy to read, and the booklet is full of illustrations. The Playbook is twenty pages long and is filled with examples of play and the scenario setups. The last page and a half are Designer's Notes and 'Reflections'. Like my other games from Compass Games that I have bought, the production values are very high. Let us now look at the scenarios included:

Falaise Gap: This is the training scenario
Market Garden: This scenario is not exactly the Market Garden Operation. In actuality it is much larger and includes the fight for all of France. This scenario is 4 turns long.
West Wall: This is the fight to get through the Ardennes and Hurtgen forests and ends after 9 turns. The Allies need at least 8 bridgeheads across the Rhine to win.
Scenario 4: VE Day: This is the Campaign Scenario. It is 11 turns long. The Allies need to capture 2 hexes along with Pilsen.

 The original game was apparently Mr. Herman's first time using supply to activate the player's HQ's. Each turn the players place Initiative Chits equal to the value of the Supply Points Committed  Marker. You also place the Administrative Chit into your chosen receptacle along with the Initiative Chits. If the player pulls an Initiative Chit he can then activate one HQ with it. After the player with Initiative makes his choices, the other player can choose to use his Reaction Points (these are accumulated each turn like the Supply Points). After all of the chits have been pulled there is a German and then an Allied Final Reaction Phase. The players determine if either side has won, and if neither side has the next turn is played.

 Combat, along with movement, are very different from the strict IGO-UGO using a sequence of play. The easiest way to show this is by the Rules Booklet itself:

"Movement and combat in France 1944 do not follow the system used in many wargames in which units move in a movement phase and then fire in a combat phase.
Instead, both movement and combat are captured in a system where time is broken down into increments, so that a unit may intermix both tasks. Faster units will be able to attack more frequently. Slower units will not have the luxury of moving and then combining their attack factors into combat."

 One key idea to embrace is that you can cannot switch between actions once you have chosen your 'Increment Type', meaning if you have chosen to pick Movement, you cannot attack with some units and just move with others.

 We will use the Rule booklet to illustrate this further:

"The actual Movement Point Expenditure Track is displayed below. At the beginning of your Initiative or Reaction Phase, after designating which of your units are under command and after placing Administration Movement markers, place your Movement Point Expenditure marker in any top row Increment of the Movement Point Expenditure Track (Increments #1-5 in the previous example). The numbers in the space you select specify precisely what you can do in the current Increment. If the tan increment box is clear (no number), your units may ONLY move: combat is not allowed in that increment. When the Movement Point Expenditure marker is in a clear tan box (no number), flip it to the “M” side. If the tan increment box contains a number (2+, 3+, 4+, 6), you have the choice of declaring a movement increment OR an attack increment. If you declare a movement increment, the Movement Point Expenditure marker should be on the “M” side. If you declare an attack increment, flip the Movement Point Expenditure marker to the “A” side.





 This is the concise explanation on the increment system:

"The purpose of the increment is to simulate a certain amount of simultaneity on the battlefield. The Increment system essentially prohibits you from spending the entire Movement Point Allowance of a single unit without spending at least a portion of the Movement Point Allowance for every other commanded unit, even if those other units do nothing.
 Time has passed while one of your armored divisions moved up the road, and that passage of time is being applied to each of your units."



 The whole process seems much harder then it is in actuality. One of the things it forces the player to do is to really think through what he wants to do. The Rules Booklet gives an extra piece of advice "Acquaint yourself with this track!" I wholeheartedly agree. It is the cornerstone of the game. The litmus test of any rule in any rulebook is "does it work" and secondly, does it make the player play historically, or for want of a better term, correctly. Yes, the increment system does work. You can see that in the fact that this game has been rereleased after first seeing the light of day in 1986! The designer is Mark Herman; need we say more? The game was originally released by Victory Games, who to my knowledge and memory never released a bad or even mediocre game. 

 Combat is equally different than in other games. You do not deal with a straight CRT to determine victory or defeat. In this game you use a 'Combat Matrix'. This again looks to be tricky, but is pretty straight forward in its use.





 Apparently the designer changed the combat results from a normal CRT in the original game to what you see here. The game's original CRT caused a lot of gnashing of teeth on the internet. Mr. Herman does believe they worked correctly, but mainly wanted to streamline the combat results and incorporate his new ideas on the Combat Matrix. Once again, Compass Games has taken an older game and recast it into their mold, meaning that they have given the game the red carpet treatment. The game map and pieces etc. all reflect the normal Compass Games manufacturing of these items. The game was an excellent choice to bring back to the wargaming community in this great fashion. The image below is an early design of the map for the complimentary game Russia 1944. This will hook up with France 1944 and is scheduled for 2021.




This is the link for Compass Games:
https://www.compassgames.com/

This is the link to France 1944:
https://www.compassgames.com/france-1944-the-allied-crusade-in-europe-designer-signature-edition.html

 This errata was added to the box:
Since Mobile Combat is only possible in Clear Terrain, or a fortress or city on clear terrain when at least one of the units in that hex retreated into that hex, there is no terrain modifier for Mobile Combat. Terrain modifier applies only to Set-piece Combat. This clarification takes precedence over the rules.

Robert






Wolfpack by John Tiller Software  We as wargamers have had a number of boardgames released on the subject. However, ...

Wolfpack by John Tiller Software Wolfpack by John Tiller Software

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




Wolfpack

by

John Tiller Software





 We as wargamers have had a number of boardgames released on the subject. However, the computer simulation player has had a good amount of games released on Uboats and other nations' submarines. There have also been a good number of games that are for the Cold War and beyond. These games are probably the easiest to start with for a computer gamer. Usually you are only handling one sub, and the gamer only has a handful of choices. It is still a cat and mouse game with some options. The gist of the game itself is to get close enough to the merchants, or capital ships, to fire a torpedo at it that has a chance of hitting said vessel. While doing this you have to avoid the escorts. Pretty simple on the scale of what do I do in this game scale. If a merchant is sailing alone it is usually a goner, unless it is a Q ship. Then you just surface and hit it a few times with your deck gun until it surrenders. The real test for you, as a submarine captain, is attacking a convoy with escorts. I also think that a sea battle with only twenty units all told is a lot easier to program the AI than a land battle with 100 to each side. I own, or used to, almost every single submarine game that was released for the PC. So, let us make sure the batteries are full and head underwater to take a look at this new John Tiller Software game/simulation. let us read about the features:

 "50 scenarios ranging from small single submarine actions to massed wolfpack attacks.
Scenarios also highlight the role of air power, both land and air based.
Two campaigns are included, one on the career of the legendary ace Gunther Prien, and the other highlighting the changes in the Battle of the Atlantic from 1940-45.
Wolfpack uses a real-time game engine that can be run from 1x to 10x real-time and has the ability to pause.
Players can play each scenario against the computer A/I or using network play.
The British player has access to the full ASW arsenal, including Depth Charges, Depth Charge Projectors and Hedgehogs, while the Germans have innovative equipment like Snorkels and Homing Torpedoes.
A powerful Scenario Editor and Order of Battle Editor are included so that players can design their own scenarios of historical or hypothetical situations.
Shore terrain is included for Scapa Flow, the Kola Inlet, Gibraltar, Aruba and the North Carolina Coast."








 The first thing you will notice is that the game comes with fifty scenarios. The second thing that will catch your eye is that you get to play either the hunter or the hunted. That is correct, in this game you also get to play the escorts. While submarine games have abounded, I can think of only one other game where you could take on the role of a submarine hunter. There are a few games where it is part of a larger naval war or battle, but not ones that are based on separate scenarios about it. You can also see that you get to simulate the entire war, not just the early war, in which it was much easier to survive as a Uboat. Then, in the middle of the war, being in a Uboat was pretty much a death trap.


 The first notion that you have to get in or out of your head is that this is not Red Storm Rising. This is the 1940s. While the Germans do have rudimentary homing torpedoes at the end of the war, most of your time is spent with mark one eyeball, and a lot of guesswork. Another thing to keep in mind is that torpedoes fail at an alarming rate and are slow to reload. This is actually quite factual and I believe the German torpedoes were not much better than the American ones in the early years of the war. A lot of the early success of the Uboats was because the convoy system was not started up again immediately after the war started. Seeing as how this defeated the Uboats in world War I, the absence of the convoy system was idiotic. Many times the Uboats were able to catch single merchant ships and use their deck guns to persuade them to abandon ship. Which leads us back to your torpedoes, treat them as golden fish. Use them only when you are guaranteed of a hit, if they would only work correctly. This is much more of a simulation than a game so all of the problems of reality are here. It is much safer to approach a convoy at night, however your ability to search for the enemy at periscope depth is heavily curtailed. The early anti-submarine efforts also work the same way. The earlier in the war it is, the harder it is for an escort to find a submarine and destroy it. For those of you who cannot sit still, please pick another game. You will have a lot of times where you are just searching for the enemy. I can only state, use the faster times of the game's speed with incredible caution. Many times you will only be aware of enemy vessels by the firing of their guns at you using the faster speeds.


Scapa Flow

 The game graphics are those needed for a simulation of submarine warfare in World War II. There is no glitz or 3D to be found here. This is not to knock the game, it is just to let you know what you are buying into. The absence of anything on the map at most times means that this game does not even approach the visuals of John Tiller Software land simulations. You are not going to be aware of, let alone worried about, the thermal layer; see above. It is a slightly more in depth version of a cat and mouse game. The only difference here is that at any moment you can go from being the cat to the mouse. The audio of the simulation is superb. It is just as good as any other submarine game. The upswing of this is that it becomes one of your biggest assets that the game gives you. With repeated play, you can actually tell by listening how close the other ships are. It will also tell your speed and whether your periscope is up or down without even needing to look at the game buttons. One more thing to be aware of is that this is a planning game. Torpedoes have an effective distance of about how far you can throw a rock. You need to be precisely where that enemy ship is to even think about firing a torpedo at it. The good, or bad, thing about the game is that it follows history to a tee. In the beginning years both sides have many disadvantages. In the middle years of the war the Allied escorts have it mostly their way. Then at the end of the war the German advances in torpedoes and snorkels etc., swing the pendulum back again.

 This is a write up from the 'Getting Started' help file:


"As soon as the enemy is spotted, dive to periscope depth, and continue your approach. As the convoy zig zags you may need to adjust your course. Notice that you get different background sounds when you are submerged. This helps remind you if you are currently surfaced or underwater.While you are submerged, the pale green lines represent sound bearings to enemy ships, while the
bright green ones represent the enemy active sonar. From here, you'll want to maneuver your submarine to get into position to get a good shot at the enemy convoy. The closer the better... however, the escorts are looking for you! Take your shots and see if you can destroy the cargo ships and maybe an escort to boot...and then dive deep and run for safety. But how do I shoot? With your u-boat selected press and hold the Ctrl key and then right click where
you want your torpedo to go. A “fish” will launch and begin it’s course. Remember, your target is moving, so you don’t want to shoot where it is now, but rather where you believe it will be.
In my action I got very lucky with my first torpedo salvo and sunk the K class Corvette and started flooding on one of the merchant ships. From there I was able to sink two more merchants and then
square off with the remaining Frigate escort. I ended by hunting down the lame merchant ship and sinking her with my deck gun. A very successful ambush, but I exhausted my torpedo supply, which

would then force me to seek re-supply. If this had been a larger convoy I could be in real trouble now.."




 In the above picture my Uboat is at the upper right of the map, in the middle of the white circle. The white circle shows how far I can see. This is at night and I am at periscope depth. The large blue arc at the bottom of the Uboat is the range of the deck gun. The small arc not far at all from the Uboat is the range of the torpedoes. Yes, you read that correctly. How any submariners survived the war is beyond me. The 'K' on the screen is an escort. The 'AK' are merchantmen. This is early in the war so the escort would have to be parked on top of me to find me in the dark. 



 Thank you John Tiller Software for allowing me to review this great, but sometimes maddening game (in a good way). I do not know how many times I have redone the same scenario to try something different this time. The feeling you get when your plan comes to fruition and your attack works to a tee is something to be savored.

Wolfpack by John Tiller Software:
www.johntillersoftware.com/NavalCampaigns/Wolfpack.html

Please take a look at their Midway and Jutland simulations:
www.johntillersoftware.com/NavalCampaigns/Midway.html
www.johntillersoftware.com/NavalCampaigns/Jutland.html


Robert






Antietam September 17, 1862 by Worthington Publishing  Antietam was the costliest day of fighting during ...

Antietam Septmber 17, 1862 by Worthington Publishing Antietam Septmber 17, 1862 by Worthington Publishing

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



Antietam

September 17, 1862

by

Worthington Publishing







 Antietam was the costliest day of fighting during the entire American Civil War. The cover shows a picture of Burnside's Bridge. This is just one of many places in this small battlefield that were etched upon the soldiers' minds. The East and West Woods, and that terrible Millers Cornfield; I have walked this battlefield, and was simply amazed at the smallness of it. How so much death and destruction was wrought in this little area is hard to fathom. By the way, the Sunken Road is not what many people think it is. I always assumed that it was a sunken lane, and that the area in front of it was flat and offered the Confederates a sweeping field of fire. In reality the lane is sunken, but it is actuality much lower than where the Union attacks came from. The Irish and others attacked over a small hill right above the Sunken Lane. You would think that the Confederates would have occupied the crest of the hill. However, they were already the closest Confederate unit to the Union batteries on the other side of Antietam Creek. The heavy Union artillery would have wreaked havoc on them. From the crest to the Sunken Lane is probably only a few hundred feet, if that. The battle there was at the same close quarters as the Cornfield. The battlefield is very well kept up and if you get a chance, go and check it out. Now on to the game. This is one of Worthington Publishing's first games in their 'Civil War Brigade Battle Series'.





 The game comes with:

22 X 33 hard mounted game board
4 counter sheets
8 page Series rules
8 page Playbook
2 ten sided dice
1 6 sided morale die
1 box



 Instead of me rewriting it, here is information about the game from Worthington Publishing:

"The game is igo-ugo, brigade level with each strength point representing 100 men. Map scale is 250 yds per hex. An 8 page rule book will have you playing within an hour as many concepts will be familiar to war gamers. Ranged artillery fire, morale, melee, cavalry charges, and more will have you battling until the last turn to see if you can achieve victory. Step loss counters in 1 point increments."






 The map is big and beautiful with very large hexes. The terrain of each hex is easily identifiable. The counters are large, easy to read, and color coded for their division. They are also marked as far as what corps they belong to, come pre-rounded, and fall out of the cardboard sprue like they have been greased. The numbers on the strength point counters are large enough for me to see without my spectacles (bifocals). The overall appearance and manufacture of the game pieces is pretty darn good. 

 You get two rulebooks, one for the game and one for the series. They are both only eight pages long. The designers went for a game that will have you playing in under an hour. I think they have succeeded admirably in reaching that goal. The game comes with four scenarios. These are:

The Morning Attack
Bloody Lane -  (Sunken Lane)
Burnside Bridge - (Or how to waste the day)
The Battle of Antietam: The Full Battle




 The game comes with the usual rules for nineteenth century warfare. Cavalry can be either Mounted/Dismounted. Artillery are either Limbered/or Unlimbered, and can only move when Limbered. You do get a bonus for moving in column on road or clear hexes, as long as you are four hexes away from an enemy unit. The Player does not have to remember to put his units into and out of column. The rules assume that the general in charge would be able to take care of this detail. Unfortunately in history this was sometimes not the case. Leader units are extremely valuable. If a Leader is stacked with a unit that has to make a morale check, a -1 is added to the die roll. During the Command Phase if an infantry or cavalry unit is within four hexes they are in command. Leaders can be eliminated and then the counter is placed on its obverse side (replacement). A unit has to be within three hexes of a replacement leader to be in command. In the Rally Phase a unit has to be within Command Range of their Leader to attempt to Rally. Battle in the game is as bloody as it was in reality. You will be using a lot, if not all, of the strength point markers. The game rules allow the battle to swing back and forth just like it did in reality. The rules do a good job of giving you historical and plausible outcomes in your different playthroughs.

This is the sequence of play:

First Player Command Phase
First Player Organization Phase
First Player Offensive Artillery Phase
First Player Movement Phase
First player Combat Phase
   Second Player Defensive Fire 
   First Player Offensive Fire
First Player Rally Phase
Second Player has the same exact phases
The Turn Marker is advanced one turn


 The Victory Conditions are pretty straightforward. Each side scores one point for every casualty point the other side has accumulated. This is a list of the Victory Point hexes:

Dunker Church - Confederate Control 10VP - Union Control 25VP
Any Sunken Road Hex - Confederate Control of all of Them 10VP - Union Control of any of Them 25VP
Potomac Ford - Confederate Control 25VP - Union Control 50VP


 Antietam is a battle that only a general like McClellan could lose. Lee would not have forced this battle if he had not been the Union general. In actuality, the battle is only for the Union to lose or win. McClellan's timidity is shown in the rules by only allowing the Union player to activate only two corps each turn. This is the only way that the battle can be recreated, and show McClellan's timidity, and also not allow the Union to just crush Lee's Army of Northern Virginia. If the Union player does not use his two corps a turn better than McClellan, he will probably lose. If the Confederate Player does not use all of his units as fire brigades he will probably lose. The Confederate player must play like the 'Little Dutch Boy' and use all of his fingers and toes to dam up the dike. The game was designed by Mike and Grant Wylie. Grant 's suggestions for the Union are that you get Sumner's Corps and Porter's Corps across the middle bridge before doing anything on the Confederate left with Hooker's Corps. He also states that you have to get Mansfield's Corps in position with Hooker's Corps before attacking there. Grant's suggestions to the Confederate Player is to "Be like Lee". Meaning run about the board and deal with one disaster after another. The game is an excellent medium complexity game on the Battle of Antietam. It has just the right amount of rules and glitz to make it eminently playable and fun. Thank you Worthington Publishing for allowing me to review another great game of theirs. I cannot wait to see some more battles in their 'Civil War Brigade Battle Series', especially The Wilderness, Spotsylvania, or The Seven Days Battles.

Antietam website:
https://www.worthingtonpublishing.com/collection/antietam-1862
Robert








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

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