second chance games

Search This Website of delight

 COMPANY OF HEROES FROM BAD CROW GAMES To quote from the post on BGG: "Bad Crow Games is a consortium of game designers and publishers ...

COMPANY OF HEROES COMPANY OF HEROES

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

 COMPANY OF HEROES

FROM

BAD CROW GAMES



To quote from the post on BGG: "Bad Crow Games is a consortium of game designers and publishers from Utah. The staff comprises multiple entrepreneurs and game designers that have previously published their own titles.
The group has come together to design games off of their new real time strategy mechanic that allows players the experience of RTS action video games in a board game format."
As a player of computer games who actively seeks out turn-based military games that recreate on the PC the hex and counter experience I love in board wargames, I may not be the best to comment on this reverse process.
What I can say is that Company of Heroes hits all my sweet spots and it's a great round of thanks to Bad Crow Games for providing me with this review copy. This is their second game to be published and what a choice and what a publication!
The immediate visual factor bowled me over.  This is the incredible stack that emerged from one of, if not the heaviest game parcels I've ever received.  For this review I'm going to focus on the massive core box, but hope to explore later the additional Cooperative/Solo expansion that was one of the generous bonuses included from Bad Crow Games

What emerges as these boxes are unpacked is astonishing, what's even more amazing is that the contents in the core box that I'm going to show you all repack in a way that I wouldn't have believed possible.


This is nearly everything, just from the core box which is one of the deepest I've come across.  First of all, that stack of maps contains four, each 30" x 20" and double-sided.  Each pair combines to form a 30" x 40" map: Stalingrad, Monastery, Trois Ponts and Hill 331.  The first three have clear historical origins from the Siege of Stalingrad, Monte Cassino and the Battle of the Bulge, while the last comes from the COH2 PC version, though the board game map itself doesn't seem to mirror the computer version as far as I could see..

They are all stunning to look at with large 3" hexes; Stalingrad [seen below] and Trois Ponts being my personal favourites.



The Mission Booklet provides  a wide range of scenarios from small ones using half of a single map to massive 4 mappers.  My only disappointment is that most of these Huge Scenarios demand maps from two copies of the game!  [That said, I'm lucky that a close friend and fellow gamer has his own Kickstarter copy,  so somewhere down the line everything is possible - just need a huge table now!] 

Next up comes the four sets of units for the four nationalities:  British, American, German and Russian.  Each is perfectly accommodated in its own separate plastic storage box.



Above is the German box.  Notice the tray on the right that houses each soldier perfectly making both storage and game play so smooth.  Just lift out what you need as required and slot back in as a unit is destroyed!  Incredibly compact, it helps to keep the fairly large footprint of this game down to a reasonably manageable size!

Apart from appreciating this major benefit,  I was stunned by two things: the variety of vehicles offered for each nationality and the quality of their casting.  Not only do they look great, they are of a weighty heft that I have not found even in many models designed purely for figure gaming!

Equally impressive is Terrain Pack 1 which was part of the amazing package Bad Crow Games sent me.  I had expected mainly good cardboard overlays, but instead we're treated to nine two story buildings in plastic.  Each has a removable section of wall to allow placement of infantry units inside to add an element of FOW [fog of war].  If you don't want to add in that advanced rule, the unit just sits neatly on the roof.



In addition you can see an assortment of barbed wire, sandbags and tank obstacles.  The strange central items are a key factor in the resource/victory point management element of the game - more about those later.

Returning to the core box itself, you'll find the next tray contains a fascinating array of mainly specialised dice and coloured cubes, along with a set of clear transparent bases for your various vehicles and infantry units.  The plastic bags contain figure markers to add to infantry bases to show machine gun and mortar units and notice the two sand timers.  Quality and storage are again first class - though here I have virtually my only concern about the contents... please supply more of the transparent bases, particularly those for vehicles.  I know that they are not as necessary for vehicles, but they are a great addition to the game.

As COH unfortunately wasn't available other than by Kickstarter, I shall have to wait until the upcoming Kickstarter COH 1.5 where, I've been assured, the popular demand for more will be satisfied.  Thanks Bad Crow to listening to your fans.



On top of all this are two sheets of cardboard items which when punched out look like this...



... and neatly fill the remaining empty spaces in the previous tray.



Finally rounding out all this hardware are four HQ boards, one for each nationality, 12 Building Cards and 20 Commander Cards, which I'll explain in more detail when I look at the game's system and rules.

These come in three handsome booklets providing Basic Rules, Advanced Rules and Missions.  All three mirror the game's component quality being printed on thick glossy paper, with even more substantial card quality outer covers.  The rules themselves are abundantly illustrated throughout and follow the easy to understand chronology of the sequence of play.  This is a game that can please and be enjoyed and understood by 
 both newbies and grognards.

Looking beyond the deluxe quality, we come to what sets Company of Heroes as much more than what might place it as a super rival to Memoir 44 or Tide of Iron.  The game's system is built on a familiar basic format.

ROUND
Manoeuvre Phase;
Turn 1
Turn 2
Turn 3
Damage Phase
Supply Phase

A very familiar outline, but each Phase introduces novel elements and successful developments.  Also, it is important to note the use of "Round" for the more familiar word "turn" [which has a different use to divide up the stages of the Manoeuvre Phase, as will be explained further in the next paragraph].

First of all, Manoeuvre springs an immediate surprise - each Player begins a Round with nine Command Points to be spent on moving in the Manoeuvre Phase.  These points are spent over those 3 turns with a maximum of 3 pts spent per turn.  You cannot hold back points to spend in a subsequent turn - so, for example, no spending 2 pts in turn 1 and then 4 pts in turn 2 and then 3 pts in turn 3.  Nor can any individual unit, with a few special exceptions, spend more than 3 pts of movement over the whole Round.
Here an M10 Wolverine has used its maximum 3 pts of movement in a Round and falls just short of being able to enter and take control of a Munitions control point.
Each player spends his/her parcel of 3 pts alternately.  I've already found this produces a new and enjoyable tactical element to moving, as players jockey for position.  Do you counter your opponent's direction of movement?  Do you pursue your own separate goal?  Can you deceive your opponent as to your main goal or are you being lured astray by your opponent?  A great sense of interaction is easily and effectively developed with minimum effort and very simple rules.  

Closely allied to these movement rules and adding a further influence on where you may decide to move are the rules for the third Phase of a Round: namely the Supply Phase.  Being used to the conventional and while nigh universal concept of supply in board wargames being trace back to a supply point or suffer some penalties either in movement and/or combat, COH's approach reflects both its computer origins and a strong dose of Eurogame influence.

Here's where those strange looking objects shown earlier come in.



They mark in 3D where various types of supply are located; the range includes Manpower, Fuel, Munitions and Victory Points.  Also, when you capture a supply hex, you place a coloured flag to indicate control.  All the mapboards have such locations' symbols printed on them and these are the default locations.  However, many of the scenarios introduce different locations and provide a cardboard marker to show the type of supply.
This feature of the game is a great illustration of Bad Crow's willingness to go the extra mile to try to cater for and satisfy individual player's preferences and can be exemplified in the photo below, taken from a close up of the Stalingrad board.



At top right you see the printed supply location of a hex that contains both Fuel and Victory Point symbols.  To the left is a location with a marker showing Munition Supply and the 3D flag pole, plus a red flag showing which Player controls it.  Finally, on the far left, you see the Manpower marker [the fist on an olive green background] and for those who might find the 3D marker not to their taste, you have the alternative of a cardboard control marker.  
This striving for different types of supply is for me a crucial and rewarding aspect of the game, as these locations and fighting for them directs and fuels the major thrust of the game.  It also influences and drives other key decisions made in the Supply Phase. Each Round you adjust the different types of Supply Income according to what you already control and what you have newly captured.  Inevitably, a Supply Point captured from the enemy increases your Income by one, but also decreases your opponent's by one.  These points are then added to your stockpile and used to buy a wide range of items.




This is where the well designed HQ Board, shown in the photo above,  plays its part.  The white cubes mark your Income in the upper part of the display and your Stockpiles in the lower section.  Default starting points for scenarios are as seen.  Again Bad Crow Games have produced the perfect model by using recessed boards and good cardstock mounted on plastic bases. 

So, fighting for Supply has been made an important and rewarding part of the game, providing not only a narrative drive, but opening up a new dimension in subsequent game play.  The wide range of choices and how the designers have factored them in are another major reason for my rating this game so highly.  This brings me to the next original element: the Building Boards.



Each nationality has three each and at the start of a Scenario, you have access only to the first Building Board.  In the photo, this is Wermacht Headquarters.  These give you all the information you need about each of your type of units that are currently available.  The default starting units for scenarios are any two infantry type units.  Reading along the top line, you start with the unit strength, its range for fire, its type of attack, any special ability and cost to buy.  The second line divides into two sections: on the left, upgrades that can be built with Experience points [this is an advanced game rule] and on the right, basic rule upgrades bought with Munition points.

New units don't just appear according to some preordained scenario schedule, but have to be bought from combinations of different types of Supply.  Showing its PC origins, the terminology used in the rules  for producing your reinforcements and where they appear which is actually printed on the Mission booklet maps is the word ... SPAWN!  [Urrh! Sorry, guys, but this just conjures up sinister eggs, face-huggers and aliens!  Please this is WWII.]
Anyway that's what the Supply Phase is all about - logging your current Supply income, adding it to your stockpiles, buying reinforcements and buying their available upgrades. There are two final vital actions that can be performed in the Supply Phase.  One is to unlock your 2nd and 3rd Building Cards which will provide a wider and stronger range of units to buy.  The other action is introduced in what can best be described as a coda to the Basic Rules.  This involves Experience Points that are gained by damaging and eliminating units and can be spent either to unlock further unit upgrades or to buy abilities from the last component in the core game: Commander Cards.  Each nationality possesses several of these, but only one can be chosen for any scenario.



It is very much these Building Cards and Commander Cards that give each nationality its individuality, flavour and variations.  Again, this is a major plus for the quality and scope of COH.  Should this not be enough for you, the core box rounds off with a slim Advanced Rules booklet that adds mainly minor refinements to rules for some some units, such as arcs of fire, retreat for infantry in addition to manoeuvre, refined pinning, slow units and turrets. The two new introductions are damage to buildings and the ability to build battlefield defences like sand bags and razor-wire.  
Having skipped from Phase 1 Manoeuvre straight to Phase 3 Supply, to complete my exploration we need to return to Phase 2 Damage.  In other words, what's normally titled Combat.  In keeping with the originality seen at every step so far, Damage has plenty of newness to offer.  No CRTs [Combat Results Tables], no conventional six sided dice, no attack nor defence strengths.  Instead both sides place their Damage dice in the Damage Phase into the hexes of those units they can and want to attack, with the appropriate Damage symbol uppermost. There are just 4 types of damage: Anti-Infantry, Armour-Piercing, High Explosive and Flame.  A display shows what a particular type of unit can attempt to defend against and what it must automatically take a hit from.  As there are only four types of unit: Infantry, Light Vehicle, Heavy Vehicle and Emplacement, this results in an ultra-simple 4x4 matrix to work with.  Placing damage dice and rolling for saves is simultaneous.  This not only replicates the real-time play of the original computer game, but also is perhaps a more realistic representation of combat. Below is a typical example of infantry combat, where both sides inflict an automatic hit.  Obviously this is an aspect of the game that will draw support from some and disapproval from others.  Personally, this balance of automatic and hits and those that might be saved is an effective and successful approach.




Consequently, the Damage Phase is remarkably swift and easy to execute.  Roll all the dice that can attempt to avoid damage and then take the hits that remain.  This Phase is very easy, very visual and very satisfying and I particularly like the fact that some of those potential upgrades I've discussed earlier include the ability to add defence shielding dice and increase damage abilities.  A great idea, illustrated below with an American infantry stand that has been given a shield upgrade.


Oh, one last item - the sand timers.  If you want to recreate a flash of the hectic play of the original realtime computer game, then these can be used to hasten play along.  Never having had lightning reflexes, this is not a factor for me and would detract from the pleasure of move and countermove that the game so satisfyingly creates.  But the choice is there, which is one of the many strengths of this design.  Though COH is primarily a game of tactical warfare, it also has the flexibility of a superb sandbox to create your own scenarios with designated supply provision, reinforcement entry, specific goals and much more.
At the moment, however, I'm still happily exploring the Mission booklet and learning the strengths and weaknesses of the different nationalities and the different forces each can field. 
Unfortunately, the one and only draw back is that this was not produced for retail sale.  On the other hand the good news is that a Kickstarter for COH 1.5 is in hand.  I shall certainly be exploring some of the expansions and getting some more of those promised additional excellent figure trays.  If you haven't yet bought into this system, I would strongly recommend it as high on any list to consider for its superb quality, accessibility, scope and innovation and sheer pleasure to play.  






Wings Over Flanders Fields  Between Heaven & Hell II  by OBD Software  The Fairey Swordfish 'Stringbag' was as far removed from ...

Wings Over Flanders Fields Between Heaven & Hell II by OBD (Old Brown Dog) Software Wings Over Flanders Fields Between Heaven & Hell II by OBD (Old Brown Dog) Software

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




Wings Over Flanders Fields

 Between Heaven & Hell II 

by

OBD Software






 The Fairey Swordfish 'Stringbag' was as far removed from most World War II 400mph aircraft as it was from World War I planes. Yet, compared to planes in 1916 it was a marvel of engineering. What possessed those intrepid flyers to get up in those far from magnificent flying machines? Showing my age on that one. Parachutes that had been invented before the war, and worked just fine, were not allowed in plane cockpits for fear that the pilot would jump out to save his life and thereby lose the machine. So, many pilots kept revolvers handy to shoot themselves if their planes caught on fire. The ever present chance of shooting your own propeller off, or having a wing just decide to no longer be attached to the rest of the plane, was always in their minds. The soldiers in the trenches looked at the pilots as pampered pets who knew nothing of the 'real' war. However, if you look at the faces of the pilots that lasted in combat you will see a marked change. Their faces become lined and take on what looks like the pallor of death. In their eyes you can almost see them say to you "yes, I will be dead soon", almost in a glad sort of way. I believe it was Eddie Rickenbacker who, when taken up in his first flight, was asked if he saw any 'Huns'. He answered "no". The pilot answered their were more than a few in the sky with them. "Beware the Hun in the Sun", became a poster's cry. In reality the pilots had to beware everything, even their own mounts. To become an Ace was truly an act of intense bravery and tremendous luck. The Aces' names during and right after the war were more famous than most sport stars. This is the time and place  that OBD Software has chosen to take us: in the skies of France during the First World war. 




 I am the absolutely last person who should be writing this review. I bought into the original Over Flanders Field right at the start, and I have purchased every add-on or upgrade ever published. If you are a WWI airplane junkie you should already have this game, nothing else needs to be said. Of course, I must respect the usual forms of writing a review, so let us see what the game actually comes with, and why if you have not upgraded to Between Heaven & Hell II, you should immediately. This is a small synopsis of the game as it now stands on their website:


"OBD is proud to bring you our unashamedly single-player WW1 flight simulator : WOFF BH&H II.  What many are now saying is the most immersive flight simulator available for World War One, be absorbed into the WW1 Air War more than ever before.  Superb features.  The videos may look great but there are 100s of fantastic unseen features or improvements over our previous generations of WOFF.   From the visuals in the cockpit to AI, the superb Campaign engine, some of the best looking scenery and more you will discover yourself:  All whilst keeping performance at a similar level or better than previous versions.   Please see the “NEW Features” button just below to read more. Each one of over 80 FLYABLE aircraft now has cockpit vibrations, including vibration affected instrument needles and more, animated pilots intelligently look around for immersive flights and much more. WOFF BH&H II now includes a fresh Albatros D.II model, much improved 3 x S.E.5 series and 3 x Albatros D.III series aircraft, quality improvements to many others including all aircraft from the B.E.2c series, B.E.12 series and the R.E.8 and many more. (HD= home defence) Also includes over 35 main menu music tracks - favourites from previous WOFF’s plus 3 brand new stunning music tracks especially created by the musician Matt Milne for WOFF BH&H II. Immerse yourself in one of over 500 historically accurate fighter and bomber squadrons,  located in the historically correct location with the correct aircraft (over 80 flyable) of the time, anywhere along the Western front during WW1, or defend England from Gotha and Zeppelin raids! Spanning the period from 1915 through to the Armistice in November 1918 with front-lines that move as they did, there is no other combat flight simulator that can bring you the accuracy and feel of being a WW1 pilot, with all of the dangers associated with it!  Staying alive is your number one priority, and that of the AI pilots too."




 So, a few things stick out. First, it is single player only (Shock, gasp, wheeze, and catch your breath). Second, the word immersion. If you can find another simulation that gives you the immersion this does I will eat my flying scarf and goggles. Third, the absence of the name 'Snoopy'. This is a high fidelity simulation. You, however, will not need to start your engines and prime your plane for a half hour before you even take off (although those sims do scratch an itch at times). Even still, this is a simulation. A flightstick and rudders are essential. The goggles and the scarf I wear when playing it are optional. No Mikey, you cannot play the game with a mouse. 




 This is the very long list of the planes that are in Between Heaven & Hell II:

German Aircraft:


Albatros D.I                                 

Albatros D.II

Albatros D.III (early)

Albatros D.III OAW

Albatros D.III

Albatros D.V

Albatros D.V (Later)

Albatros D.Va

Albatros D.Va 200 PS

Aviatik BI

Aviatik BII

Aviatik C.I

Aviatik C.I trainer (x2)

D.F.W. C.V

Fokker D.II

Fokker D.III

Fokker DR.I

Fokker D.VI

Fokker D.VII OAW

Fokker D.VII

Fokker D.VIIF

Fokker E.I

Fokker E.II

Fokker E.III

Fokker E.IV  (Twin gun)

Fokker E.V  (mono-wing)

Gotha G.IV bomber

Halberstadt D.II

Halberstadt D.III (Argus Engine)

Hannover CL.III

Pfalz A.I  2 seater

Pfalz E.III

Pfalz D.IIIa

Roland C.II

Rumpler C.IV

Zeppelin R Type (AI only)

Zeppelin P Type (AI only)




Allied Aircraft:


Breguet 14 A.2

Bristol Scout type D

Bristol Fighter F.2b

Caudron G.4

D.H.2

D.H.2 Early

D.H.4

D.H.5

F.E.2.b

Morane "Parasol" Type L 2 Seater 

Nieuport 10

Nieuport 12

Nieuport 11

Nieuport 16

Nieuport 17 Lewis gun 

Nieuport 17 Vickers gun 

Nieuport 17 Bis  (2 guns)  

Nieuport 23 Vickers gun  

Nieuport 23 Lewis gun  

Nieuport 24 Bis Lewis gun  

Nieuport 24 Bis  

Nieuport 24 Lewis gun  

Nieuport 24 Vickers gun  

Nieuport 27 Lewis gun  

Nieuport 27 Vickers gun  

Nieuport 28  

R.A.F. B.E.12     

R.A.F. B.E.12 HD     

R.A.F. B.E.2c Early     

R.A.F. B.E.2c     

R.A.F. B.E.2c HD     

R.A.F. B.E.2c trainer (x2) 

R.A.F. R.E.8     

R.A.F. S.E.5  (Early,150HP)

R.A.F. S.E.5a    

R.A.F. S.E.5a Viper    

Sopwith Camel

Sopwith Camel - Bentley 

Sopwith Pup 

Sopwith Snipe 

Sopwith Strutter B1 

Sopwith Strutter A2 

Sopwith Tripe 

Sopwith Tripe (RNAS twin vickers)

Spad VII 

Spad XIII


 I would like to post the updates to the game that BH&H II gives you, but I do not have enough room on the page. You will just have to read it for yourself on the link below.


 You can in the game play both Quick Scenarios and Quick Combat, but the heart of the game has always been playing a Campaign. In the Campaign you will see just how hard it was to survive to fight again in the skies over France.




 The simulation is a tinkerer's dream. You have so many decisions you can make in the different Workshops screens.




 So, you have Single Player, and with that comes no need to have an internet connection, or to fly with a group of twelve-year old kids.  Immersion, Immersion, and even more Immersion (okay I stole it from Danton). You have the ability to adjust settings to get the simulation to play just the way you want it to on your older or super new fangled computer. Then you have 'The Planes, The Planes' (once again stolen). One thing that WOFF does not have is experimental or planes that had just come off the drawing board. These birds were all used, and some of them for most of the war. My favorite year to play is 1915. This really taxes your skill to get kills. You have wing-warping instead of actual control surfaces. For the newbie, I would suggest playing in 1918. The planes are effectively how you would fly in WWII, but still rudimentary. Of course, the later years have that many more chances to run into enemies also. If I was to give any advice to a newbie, I would say pick up a book on the WWI Airwar, and commit to memory what the different pilots said. You have no radios, so continually search the skies. Also before you get into a furball learn your plane's idiosyncrasies. Meaning, find out what maneuvers you can and cannot pull off before the wings rip off. If you dive into this game straight from a WWII sim hell bent for leather, all you will end up as is a smoking hole in the ground. 




 The simulation is a labor of love for the OBD Software crew. It is their attempt to give the computer pilot the closest thing they can to being a pilot in the Great War. You can actually see the ground war taking place and the lines move throughout the conflict. The planes are an absolute joy to just fly and take in the sights. I am still in awe with what the OBD Software crew have been able to do, starting with an over twenty-year old program to start working with. Visually the simulation is stunning, incredibly even more so than it was.


Robert

Wings Over Flanders Fields Between Heaven & Hell II:

Features of the game, along with BH&H II updates:



  High Flying Dice Games From the Horse's Mouth A look at what comes with Bloody Hell  I was given a few games from High Flying Dice Gam...

High Flying Dice Games High Flying Dice Games

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






 High Flying Dice Games


From the Horse's Mouth





A look at what comes with Bloody Hell


 I was given a few games from High Flying Dice Games to review. Due to work, life, and a lot of 2020 leftovers, I have only been able to review one so far: Bloody Hell -  Operations Goodwood and Spring 1944. This simulation is about these two operations by the British to take control of Caen. I have always been fascinated by Operation Goodwood, so it was a no-brainer. The games was a great one (the review link will be below). So, I wanted to know more about High Flying Dice Games, and asked the owner, and designer of a lot of their games, Paul Rohrbaugh to please write me up something about them. Without further ado here it is:


 "I first started in with board wargames when my parents gave me copies of Afrika Korps and Bismarck for Christmas in 1968. I had been involved with miniatures before that, but with those gifts I was hooked and switched over to board games and have not gone back. I was "tinkering" and designing games from the start. My first efforts were making versions of several of Napoleonic era battles using the Avalon Hill rules and CRT from Afrika Korps and other "classic" games from the time, and home made counters. Although very crude, they were fun to make and got me started on the design path. In high school a bunch of us got involved with play testing a game called "WWII Europe/Africa" that as I look back on it was very likely a first round draft of what would become the Europa series. Everything came on mimeographic sheets of 8.5 by 11 paper and required a LOT of "do it yourself" effort. I was France in those playtest sessions, and I recall everyone liked my counters, and I ended up doing nearly all of them over a couple of month's time. We had a lot of fun with that, and it inspired us to create a game on Antietam using some of the rules from the play test game. We had our photo taken with the Antietam game and a story about our wargame group was published in the Austintown Leader newspaper.


I used games extensively throughout my teaching career, with some students staying after school to play test. Some of my first games that were eventually published got started this way. Among them are Trampling Out the Vintage: The Atlanta Campaign, September's Eagles: The Thompson Trophy Air Races and Blood and Steel: The Battles of Kursk (Prokorohvka, Rzhavets Bridgehead, Oboyan Hills, Ponryi, currently available from L2 Publishers who sells through Noble Knight Games).

I was first published in 1999 by the Microgame Design Group with Trampling Out the Vintage. They did a few others, and I also got to develop several other designer's games through MDG. I will always be indebted and grateful to Kerry Anderson for giving me my first breaks in wargame design, development and publication. Shortly after Against the Odds magazine started I submitted my game on the 1790-1795 War in Ohio, A Dark and Bloody Ground, which they accepted. Soon after I was asked to finish up the development work on John Prados Fortress Berlin, as well as fix some issues that were overlooked with the just then released Go Tell the Spartans, that I was able to correct in just a couple of days. This got me the job of being the first developer for Against the Odds that I enjoyed very much. However, increasing issues with my regular job led to some very stressful and repeated job changes that made it necessary for me to give up the development position at ATO. Fortunately I had met and made friends with, Lembit Tohver, who was my main "Ace" play tester and when I informed Steve that I had to stop being the regular developer I heartily recommended Lembit for the job. His first game was Pocket at Falaise and he's done wonderful work throughout. I still do occasional development work for ATO, and have submitted many games in a variety of eras and sizes to them over the years for publication. I also owe a LOT to Steve and all of the others on the ATO/LSG/TPS crews for their help, assistance and support. I would not be anywhere without them.

I started High Flying Dice Games in 2010. When the economy tanked in 2006-2008 things got very stressful for many publishing companies (some did not survive). Craig Grando, who had been doing the graphics for ATO left suddenly in 2008 which, combined with the economic woes and collapse of much of the board gaming market, nearly did in ATO as well. Fortunately, Steve is a genius when it comes to financial matters and assessing the market, and he is very cool under pressure. Steve used some of the smaller games I had submitted for use in the interview process with graphic artists that had applied to replace Craig. Bruce Yearian was one of them but he did not get the job. He then contacted me directly via phone and he asked if I would be interested in working together in a new company that would produce high quality but low-price games. It was out of that phone conversation that High Flying Dice Games was born.  One of our main missions is to use High Flying Dice Games as a vehicle by which new designers, artists and play testers can be introduced to the wargaming community. We also prefer to do games on topics that have seen little-to-no treatment in game form and also have innovative, creative design and artwork whenever possible.  We have enjoyed growth in sales and customers every year since we started, so we must be doing somethings right. I am very proud that we started High Flying Dice Games in the wake of an economic depression, and we have been going strong since. We started out by selling 2 games a day the first year and are now up to 10 games a day. We have released at l new game a month since we started, and also have enough new product in the pipeline to keep up this pace for another 3+ years even if I or others stop designing today (which is not likely).

We still have challenges. Due to the ongoing pandemic and last year's sabotage of the US Postal System (that has still not been fully rectified where I live), I am currently shipping only to addresses in the USA and Canada. Nothing of what I shipped to Europe, Asian or Australia from April through August of 2020 ever arrived and I had to issue nearly $1,000.00 in refunds by the end of the year to very unhappy customers. Fortunately, our full line of games is carried by Noble Knight Games, and an increasingly number of our titles are also being carried by Agorajeux in France. These vendors have alternative and more reliable means of getting the games and card sets to customers than what I can utilize. I am really looking forward to better days and when I can get our works out to any and all who want them. Another challenge is keeping our prices as low as possible. Our markup is only 25-30% so I don't have any "wiggle room" for significant discounts and promotions. As a result, I cannot offer wholesalers the deep discounts they typically get from other publishers as our pricing and marketing approach is based upon direct sales to customers as much as possible. This is another reason I very much look forward to when things can get back to normal.

I have always viewed board games as wonderful educational tools. Although I'm retired from librarianship and classroom teaching, I am still very much teaching with our games. Life is too short to be bored, and I'm doing my best to stay entertained and learning, as well as encouraging others to do the same. Let the dice fly high!"

--Paul


Flying Gee Bees and Howard Hughes as a Pilot!

  Their game catalog goes from Kadesh to current history.







  Please take a look at their massive and inexpensive catalog of wargames. 

High Flying Dice Games:

Bloody Hell:

My review of Bloody Hell:

September Eagles:
























  From The Realm of a Dying Sun  V olume III: IV. SS-Panzerkorps From Budapest to Vienna, February-May 1945 By Douglas E. Nash Sr.    This t...

From The Realm of a Dying Sun Volume III: IV. SS-Panzerkorps From Budapest to Vienna, February-May 1945 by Douglas E. Nash Sr. From The Realm of a Dying Sun Volume III: IV. SS-Panzerkorps From Budapest to Vienna, February-May 1945 by Douglas E. Nash Sr.

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




 From The Realm of a Dying Sun

 Volume III: IV. SS-Panzerkorps From Budapest to Vienna, February-May 1945


By


Douglas E. Nash Sr.




  This third volume shows the Panzerkorps at the very end of its life.  The book shows us the final battles it fought. They then tried desperately to surrender to the Americans, and avoid Soviet retribution. It also shows, like the other volumes, the deep distrust the 6th Army commander (Hermann Balck) had of the SS troops in general, but the SS Panzer Division Wiking in particular. The IV SS-Panzerkorps was part of the 6th Army. Balck's bad blood with Wiking had come from the actions during the Korsun Pocket in 1944. 


 The IV SS-Panzerkorps was faced with shortages of every kind, and yet there was no end to the Soviet forces attacking them. They fought on, even though even the most ardent Nazis must have known the end was near. It shows what kind of soldiers they were, because the NATO forces delved deeply into how they were able to, time and again, hold off the Russian hordes. 


 The author has written a seminal triad of books on the IV SS-Panzerkorps. Unless one is looking to read a quick overview of its history, these are the books that you want to read. 


 When a good book comes to the end, it is at times like losing a friend. This goes for both fiction and non-fiction books, at least for me. The trilogy of From The Realm of a Dying Sun was much more than a sum of its three parts. The books went from the orders to create the IV SS-Panzerkorps to its inception and finally its life and death. The author showed everything that went into the planning and training of the two Panzer Divisions that were the backbone of the Panzerkorps, the SS-Panzer Wiking Division, and the SS-Panzer Division Totenkopf. With these three volumes military history does not get much better. Mr. Nash showed us not only the Panzerkorps' military effectiveness, but never once shied away from the absolute horrifying acts that the troops were engaged in off the battlefield. The Eastern Front was a no holds barred affair from beginning to end. Both sides took the fighting to the death, and sometimes far beyond. How the IV Panzerkorps was able to take Luftwaffe personnel, and average conscripts (Most of the SS reinforcements for the last few war years were conscripted), and gave them a black and deadly esprit de corps is no longer a mystery due to the author. The three book series is a tour de force, nothing more and nothing less.

Robert

Book: From The Realm of a Dying Sun Volume III: IV SS-Panzerkorps From Budapest to Vienna, February-May 1945

Author: Douglas E. Nash Sr.

Publisher: Casemate Publishers





Verdun 1916   Steel Inferno by Fellowship of Simulations  As Sherman said, "War is hell". Soldiers from ancient times until now ha...

Verdun 1916 Steel Inferno by Fellowship of Simulations Verdun 1916 Steel Inferno by Fellowship of Simulations

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





Verdun 1916 

Steel Inferno

by

Fellowship of Simulations





 As Sherman said, "War is hell". Soldiers from ancient times until now have been brought into bloody conflict. However, the intention was always to defeat the enemy and capture and kill or wound the enemy army. The charnel houses of Cannae, Antietam, Borodino, and Sadowa have all shown us the horrors of war. The advent of World War I brought the horrific toll to a crescendo. Then a general came up with a different plan. General Erich Georg von Falkenhayn, Chief of the Oberste Heeresleitung (German General Staff) from September 1914 until August 1916, came up with an idea that was new, and absolutely diabolical in its inception. He wanted to just kill and maim. His idea was to bleed France dry of her manhood. He thought that by attacking the French at Verdun the French Army would be forced to defend it to the last man. His original plan was not really to take Verdun or the forts around it. He just wanted to turn the area into an abattoir for the French soldiers. Luckily for the French the lower echelon German generals did not really understand Falkenhayn's plan. They attempted to take the forts and Verdun itself. In doing so, they they created a huge butcher's bill for the German as well as the French soldiers. The battle went on for almost the entire year of 1916. This is the battle that Fellowship of Simulations has decided to try and recreate.


A small piece of the Douaumont Ossuary at Verdun


 This is what comes with the game:

Two Decks of Playing Cards (one, French/blue, one German/dark green) 100 Cards in Total

One Mounted Map Showing the Battle Zone as well as Different Game Tracks  

120 Rectangular Wooden Blocks (60 German in Black, 60 French in Blue)

40 Wooden Trench Pawns (20 German in Black, 20 French in Blue)

One Rulebook

One Playbook

Two Player Aids

Game Markers (Control, Supply, Objectives, US Entry, Turn)

10 Six-Sided die

 Playing Time 1-4 Hours

3 Scenarios

Game Design: Walter Vejdovsky

Illustrations: Jacques Tardi




 Even just looking at the box, I am reminded of an old commercial where Ricardo Montalban would say "Marvelous, simply marvelous". I had never heard of Jacques Tardi before, I am ashamed to admit. Now that I have I cannot seem to look at enough of his creations. The Map is 38 1/2" x 19 1/4". Strange to say, it is the plainest of the artworks in the box. However, that does not mean it is not a very beautiful piece. It just means that the rest of the artwork is so over the top, sorry for the pun. The Map is an area one, not hex. The box artwork is so well done you almost do not want to take the plastic off it. There are two sets of cards, one German, and one French. These are each a small artwork by themselves. The depictions are so wonderfully done you may have a hard time remembering that they sometimes show a large amount of death and destruction. Your units in the game are not counters, but different sized small wooden blocks. The Rulebook is thirty-six pages long. It is in full vibrant color, with some of the cards shown along with some illustrations just for the game. The last pages of the Rulebook have a complete inventory of both sides Cards. The Playbook is twenty-four pages long, and has the rules and the setups for each of the three scenarios. There is also a full replay for the month of April 1916 that is seven pages long. Then there are Players' Notes, and then three pages of Designer Notes. Both the Rulebook and the Playbook are some of the nicest work I have ever seen in a game. Now, we come to the Cards. These have some of the best artwork I have ever seen in Cards used for a game. This is not a knock on game Cards that use historical pictures. However, these game Cards, along with the rest of the artwork, really draw the gamer in. The whole of the design is to immerse the player in the game. At that, it works tremendously well. The components are more than up to snuff. 



Illustration from the back of the Rulebook


 The Cards have a numerous plus and minus actions for each Player. let us take a look at the German Deck:

There are twenty-three Barrage Cards, that have a numeric value of one-six.

Some of the other cards are:

Air Support

Rumanian Offensive

Offensive in Russia

Jutland

Propaganda

Trenches

Chaos in the Rear

Submarine Warfare, and Total Submarine warfare

Reinforcements to and from the Russian Front

Flamethrowers

Kaiser's Visit, and Kaiser's Order

Offensive stockpile

No Event (Chatting lice in the cubby holes, trying to bury the dead)

The Red Baron

Bad weather

 As you can see, the game comes with a lot of chrome. It is not an especially hard game, but it was definitely designed to make the player feel he is commanding in WWI.



French and German Barrage Cards


 You can play these three scenarios:

Scenario 1: Operation Gericht The German Assault on Verdun (February-April 1916)

Scenario 2: The French Counter-Offensive (September-December 1916)

Scenario 3: The Full Campaign Game: Verdun 1916, Steel Inferno

There are three Optional Cards that can be used in the game:

Unknown Heroes: Discard to have each Defending Unit inflict three Hits in this Assault.

The Red Baron: The French Player discards one Air Superiority Cards, if any.

Bad Weather: In the next two Infantry Assaults, all attacking Units take one additional Hit.

 The Battle of Verdun is an excellent game to try and simulate, in my opinion, and I am surprised at the few number of games about it. Unlike some other battles, where counter-attacking and other gambits are brought to the table by the players. This game comes equipped historically with them. The actual battle was split up into the Germans attacking first, and then the French counterattacking later in the year. So right off the bat, the game will force both players into attacker and defender shoes. So, if you have a player who is much better on defense than offense it takes them out of their comfort zone. 





 The game is very easy to learn, especially for a grognard. It does not have a rulebook that can be measured on a scale or has enough addendum to make a few compulsory read throughs necessary. Where the game shines is in presentation and actual play. I really have to compliment Fellowship of Simulations on the depth of immersion that they have brought to the game. Being an old hex and counter player I sometime have a tough time getting my mindset in the time frame of a block game. I had no problem at all on that score with Verdun 1916 Steel Inferno. The games I played were all very close and most came right to the wire. This of course will vary depending on the aptitude of your opponents. I also had no problem playing it solitaire. Then again, I think that with a little work every game can be played that way.




 The Sequence of Play is:

Start of Turn Phase: Deck Construction

First Month Phase: Draw Card From Your Hand

 Month Resolution : Each Month Has Seven Rounds

Second Month Phase: Same as The First

End of Turn Phase: Cleanup Etc.




 Thank you Fellowship of Simulations for letting me review this great game. The game play and immersion is some of the best I have ever had the good luck to be able to delve into. 

Robert

Fellowship of Simulations:

FELLOWSHIP OF SIMULATIONS – FELLOWSHIP OF SIMULATIONS (fsimgames.com)

Verdun 1916 Steel Inferno:

VERDUN – FELLOWSHIP OF SIMULATIONS (fsimgames.com)

Hallertau brings us Uwe Rosenberg’s 36th iteration of managing crops and your animeeples (who knows if that’s right - but it’s a lot). How...

Hallertau by Uwe Rosenberg Hallertau by Uwe Rosenberg

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



Hallertau brings us Uwe Rosenberg’s 36th iteration of managing crops and your animeeples (who knows if that’s right - but it’s a lot). However, I’ve only played half a dozen or so of his designs but this one is as good as they come, assuming you like minimal player interaction and lots of mechanisms that integrate seamlessly with each other.

During the game of 6 rounds, you’ll develop your farm and manage your crops (and sheep) to build your typical ‘Uwe-Engine’ and a smorgasbord of points to claim victory. If you don’t have enough friends to invite over (even if that’s allowed now) and ultimately ignore whilst you crunch through the actions and work out your optimum moves, the game features a solo mode that plays exactly like the friend-version.

Gameplay




Each of the 6 rounds has 10 phases … there are a standard few phases of round prep, and necessary round-tear down-phases at the beginning and end of a round. These are all nearly dealt with simultaneously by all players, so don’t let 10 phases put you off. What separates my experience of this and other games of this ilk is that the worker placement phase (i.e. the Actions in Hallertau) is far from the only phase in which your Analysis Paralysis can be freely exercised.

That extra AP-inducing phase is Progress in which you’ll be clearing the ground (by picking rocks) and improving buildings surrounding your farm/community centre. This will ultimately give you more workers with which to use next round.



Your workers/blue cubes will be interacting with 13 different resources, 4 different types of cards and five buildings all in an effort to get (more workers, because that’s always a good thing) and get the most victory points.

Ten phases, 13 resources, so far so Uwe… but it really is far simpler than it would appear at first glance. The mechanisms are obviously the result of a seasoned and expert designer to the point where even in your first game the rules will quickly disappear and you’ll properly be playing the game instead of the rule book. I’ve got some games where I’m still constantly referring to the rules (here’s looking at your Fields of Fire).



The only real interaction you’ll have with other players is by denying action spaces to your opponents or more accurately making action spaces more expensive for them. This game is the epitome of multiplayer solitaire, and I consider that a good thing. So much of your brain is engaged optimising your choices that any extra randomness would be unwelcome i.e. having your opponents actively trying to subvert your plans would serve to lessen the experience.

There is a little bit of randomness (driven by 4 decks of cards) and quite a bit of setup variability due to having 8 decks of the cards from which you only need to draw 2. That amount of entropy is just about perfect for this ‘Expert’-level game. Just leaving you reacting to the game state and not the other players (for the most part). You only really have two decisions: whether the cost per action is worth it and how best to optimise your building improvements cost. Despite the cornucopia of resources you need to factor into those two decisions, you’re left with what I think is quite a simple game and why you can quickly ditch the rule book.



During the Actions phase in turn order players will place their supply or workers onto the board and immediately resolve the effect. This continues until every player has exhausted their worker pool or passed. The Action board has 20 spaces and they can be chosen at most 3 times each. If one worker has already been placed on the action space, you’ll need to send two workers to take that action again. (Can you guess how many workers will need to activate the space a 3rd time?) The downtime between your turns is no more than a couple of minutes and the game moves along at a fair clip. For such a thinky, four-player game that is an achievement.

Each round the top row of workers will be removed which creates a mini-supply and demand economy for action spaces. The most popular spaces (i.e. Land Sale/Town Hall) will rarely have fewer than 2 workers on and should be taken (IMHO) at every possible opportunity. They are the only space which grants you Jewels, which are often necessary to save your bacon towards the end of the game.





Another brilliant mechanism that keeps you involved even when it’s not your turn is the ability to play a card from your hand at any time. Most cards will either require you to spend resources or just have a number of resources in order to use them. After a game or two, you’ll start to appreciate how important the cards are...if you want to do well you’ll need to optimise your card play. The most important cards are the bonus cards which give you a welcome boost during the income phase. The earlier you can play them, the more decisive their impact. Towards the end of the game, your focus will likely shift to the Point cards but these are often such a high cost to play (they give large numbers of victory points) that in order to use them you’ll have had to have a strategy throughout the game.

Many cards will also allow you to draw another card when you play them, and having the ability to play cards at any time can lead to playing a 2 or 3 card combo even when it’s not your turn from cards that you’ve just picked up - beautiful. Fulfilling the requirements to play cards is the primary tactical game here. You’ll be choosing action spaces based on the cards in your hand and not necessarily what gives you the most resources.

The other primary tactical consideration is how to most effectively improve your Community Center. This is done in the other AP-inducing phase Progress. During the Progress phase, you’ll slide your community centre as far right as your five community buildings allow. You slide those right by paying their improvement costs - which are each different and are increasingly expensive. By the end of the game, you’ll be paying effectively 6 times what you paid in the first round.

As you improve your community buildings and slide your community centre to the right you’ll unlock more workers (your thriving community can support more workers), allowing you to do more actions. You start the game with 6 workers and this can increase by one per community centre shift up to a maximum of twelve. But the primary purpose of moving your community centre is to get those sweet victory points, the vast majority of which will come from improving your buildings i.e. shifting your buildings right.


There are many other mechanisms that I won’t elaborate on here, suffice to say that Uwe’s expert hand is very visible throughout the game and the different interactions and combos that can be done is rewarding.

Components


The best component is arguably the player aid and the design of the game itself. With the player aid, which is relatively small any player should be able to walk through the entire round with no recourse to the rulebook. This is only achievable because the game, despite the amount of stuff (and phases) you’re dealing with is fundamentally simple … I’m prepared to defend that position too, despite it being contrary to most other reviews I’ve seen.



As ever with a pure Euro we’ve got fantastic wooden bits. I love me some wooden bits and these don’t disappoint. The workers are abstracted to a nice chunky cube and the resources are different shapes and colours and they’re certainly satisfying to move up and down your resource track. They are quite thin, but if they were any thicker then the box would be even deeper than it currently is.

The rules are excellent and should you need them, provide a comprehensive card index (and summary explanation) of every card in the game, of which there are well over 300! The rules also provide a detailed overview of the game which is often lacking in other ‘Expert’ games and I found it helpful to understand the core game before reading the rules properly. I would like to see more rules written like this.

Criticisms


As can be applied to many ‘Euros’ the theme never really grabbed me. I never felt like I was farming hops in Southwest Germany. The names of the resources, Rye, Barley, Flax, Hops were quickly reduced to, ‘the blue one’ or the ‘green one’ for example.



The game is also a bit of a table hog, each player area has got 6 boards in it! However, with so much going on, it’s not really a criticism, more of a ‘be prepared'. I would also like to have bigger cards as they’re the small Euro size but I shudder to think of the required tablespace if they were any larger.

I 3d-printed an organiser for this game which nicely fills up all of the space in the box, (there is still a massive amount of unused space) however even with baggies I found the box to be unnecessarily deep. Unless there’s a plan for lots of expansion content and I don’t really think this needs or could have any, I would love to have a smaller box.



Conclusion


This game has got Uwe stamped all over it. If you like Agricola, Ora et Labora, Fields of Arle et al I am sure that this will be right up your street. I like the seemingly endless amount of resources and different rules at first glance which fundamentally boil down to some simple interactions and easy to grasp rules.

I love the fact that the solo mode is almost identical to the main game. As much as I appreciate a solo mode to many games, I’m not so keen if I have to learn a whole new game (running the AI) in order to play solo. Obviously, we’ve all been a bit constrained with our playing partners but my game groups are back up and running and I can’t wait to play with a few more players. I know this will be a hit.

I’d like to thank Asmodee UK for sending this review copy. You can use this link https://www.asmodee.co.uk/contentpage/find-your-game-store to find your Friendly Local Game Store, which need all the help they can get at the moment.

Designers: Uwe Rosenberg
Bgg page: https://boardgamegeek.com/boardgame/300322/hallertau
Playtime: 50 - 140 mins
Players: 1 - 4




hpssims.com