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Bloody Verrieres: The I SS-Panzerkorps Defence of the Verrieres-Bourguebus Ridges Volume I: Operations Goodwood and Atlantic, 18-22 July 194...

Bloody Verrieres: The I SS-Panzerkorps Defence of the Verrieres-Bourguebus Ridges by Arthur W. Gullachsen Bloody Verrieres: The I SS-Panzerkorps Defence of the Verrieres-Bourguebus Ridges by Arthur W. Gullachsen

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





Bloody Verrieres: The I SS-Panzerkorps Defence of the Verrieres-Bourguebus Ridges


Volume I: Operations Goodwood and Atlantic, 18-22 July 1944


by


Arthur W, Gullachsen 






 Here we are again in the fields and hedgerows of Normandy. A ton of ink has been used to describe five battles in particular: Normandy, Kursk, Gettysburg, Waterloo, and the Bulge. It would almost seem like these five campaigns were the only ones to take place in history. On the Normandy campaign you also have two camps: the first by American authors that states that Monty was slow and not a great general, the second by British authors that Monty had planned out the campaign from the start and it all worked according to his plan. The problem with the second is that Monty planned some large-scale attacks on the German lines, as this book shows. The planning for them also included points to be taken far behind the German lines after the breakthrough. I am sorry to say you cannot have it both ways. If all he intended was a meat grinder, then why all the grandiose plans of attacks? The reason it was a meat grinder was because of the desperate defense the German units put up. As I have said before, you can admire their pluck and fighting ability and still wish to see a good lot of them hanged. This book shows the horrific battles that took place for one of the areas around Caen. No matter what Monty's plan, the British and Canadians showed how fierce in battle they could be.


 The two volumes are about five days of battle during the Normandy Campaign around the city of Caen. The author makes three assertions in this book and backs them up with facts. One, that Sepp Dietrich (commander of the I SS Panzer Corps), was not the inept fool that he is almost always described as. Two, that the 1 SS Panzer Division was instrumental in stalling Montgomery's Operation Goodwood. Third, that though the Germans in Normandy made a great defensive battle, it actually turned into a Pyrrhic victory for them. The reason being is that so many reinforcements etc. were sent to this part of the Normandy Campaign that other parts were denuded of the above. So, whether Montgomery planned it or not, the battle did go the way his supporters say he planned it. 


 This is an excellent work that adds to the history of the Normandy Campaign. It also gives the armchair historian points to ponder. Thank you very much Casemate Publishers for letting me review this book. I cannot wait to get my hands on Volume II.


Robert

Book:Bloody Verrieres: The I SS-Panzerkorps Defence of the Verrieres-Bourguebus Ridges, Volume I: Operations Goodwood and Atlantic, 18-22 July 1944 

Author: Arthur W, Gullachsen 

Publisher: Casemate Publishers











  Defending America Intercepting the Amerika Bombers 1947-48 by Compass Games  I have no problem with historical alternative history in game...

Defending America: Intercepting the Amerika Bombers 1947-48 by Compass Games Defending America: Intercepting the Amerika Bombers 1947-48 by Compass Games

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




 Defending America


Intercepting the Amerika Bombers 1947-48


by


Compass Games







 I have no problem with historical alternative history in games, as long as it doesn't go too far away from plausibility. This game is set in 1947-48, and England and the Soviet Union have both fallen to the Nazis and Japan has fought the US to a standstill in the Pacific. So now the Luftwaffe is attempting to bomb and recon the US with bombers from their historically accurate 'Amerika Bomber' project. One of the Amerika Bombers did fly in the war, but most were just projects or designs before the war ended. To intercept these bombers, you are given sixteen real or experimental planes to try and knock them out of the sky. These planes will be familiar to people who have read about the airwar that could have occurred if World War II had continued on past its historical ending. Compass Games also has a game called Amerika Bomber: Evil Queen of the Skies. This is the exact opposite of the game we are looking at here. In it you are flying an Amerika Bomber and trying to evade or fight off the planes you will be flying in this game.



Back of the Box

 This is what Compass Games has to say about the game:

"Defending America is a solitaire, tactical level game which places you in command of an actual or experimental interceptor aircraft during a frightening look at what might have been in World War II. Each turn consists of one sortie, during which the player will fly a mission to intercept Amerika Bombers which are enroute to bomb the mainland of the United States. As the player progresses, he may choose to upgrade to even more advanced interceptors in this alternate history game. Defending America is based on the action-packed “Amerika Bomber” game and reverses the situation with the player attempting to stop conventional and atomic bomb attacks on the homeland. It builds a strong narrative around the pilot as you look to earn skills, rise in rank through promotion, receive awards and survive a dangerous year above the Atlantic Ocean and America.

The objective of the game is to conduct numerous sorties in the role of an interceptor pilot and rack up as many bomber kills as possible, with a special emphasis on preparing to stop atomic attacks. Pilots may use the experience gained to improve their odds of success by purchasing skills. Awards and technological advances via use of the technology track help to narrate the player’s eventual goal – to become the “Scourge of the Amerika Bombers” and end the threat to the United States from the air."




Counters


 So, let us see the games rundown, and look at what is in the box:


Complexity: 4 out of 10

Solitaire Suitability: 10 out of 10

Time Scale: Weekly turns (individual sorties, 4 per month)

Map Scale: Abstract

Unit Scale: Individual aircraft, weapon systems, specific crew members, and ammo rounds

Players: One (with option for two or more)

Playing Time: 60-90 minutes


Components:

One Counter Sheet of 9/16″ unit-counters

Eight Double Sided Aircraft Display Mats

Three Single-Sided Player Aid Charts

Five Double Sided Player Aid Charts

One Combat Display Mat

One Pilot Awards Display Mat

One Air Operations Map

Rules Booklet

One Logsheet

Two 6-sided, and one 10-sided die

Box and Lid



Mounted Map Board


 While the box does not weigh a ton or is splitting at the seams, there is still a ton of stuff inside. I have come to expect a pretty high standard of components that come with a game from Compass Games. You will be glad to know you will not be underwhelmed with these. The map board is mounted. It is not a large map, but for this game it does not need to be. It also has the Sequence of Play right on it which is always a great plus for wargames. All of the Player Aid Charts are in full color and the material used is similar to  poster board. These are easy to read and once you have played a few times you will have no need of the Rulebook; everything you need is on them. I know some people are put off by Logsheets, but these are set up differently than usual. Like most they look like an Excel spreadsheet. Unlike most, they actually have large enough spaces to actually write something down. My penmanship is horrendous, so I have to write larger than normal to figure out what I have written. The spaces on these sheets help me immeasurably. The counters are large at 9/16". So, you can read them and enjoy the well done pictures of the aircraft from above. The Rule Booklet is twenty-three pages in total. Twenty pages of that encompass the rules. The last three pages have the Designer Notes, and a synopsis of all of the aircraft you can fly. The back of the booklet has the nowadays obligatory index. The Rule Booklet is in full color, and the print is medium in size. I cannot read it without my glasses, but there are not too many things I can read without them. As mentioned, the components are manufactured to their high standards. 



US Navy Aircraft Display Mat


 From the Rulebook:

"The system is packed with rich technical detail based on proposed aircraft designs, but without the complexity to capture the key facets of a hypothetical strategic bombing campaign over America. There are 16 interceptor aircraft to available to pilot (both historical and experimental, USAAF and Navy) and six types of Amerika Bomber to shoot down. The aircraft are:

P-80, P-80B Shooting Stars

XP-61, XP-67, XP-81, XP-83

F-86 Sabre, F-89A Scorpion

F8F-1, F8F-1B Bearcats

FJ-1 Fury, FH-1 Phantom

F7F-3 Tigercat

BoeingXF8B-1

F2H-1, F2H-2 Banshee

For each aircraft, you will be using the date of availability, speed, area of operations based on originating base, individual weapon systems, damage, and crew status.

Players are assigned to a land base if USAAF or an aircraft carrier if Navy/Marine, and conduct interception missions from there while Tench Class submarines stand by to provide “lifeguard” duty if required."



US Air Force Aircraft Display Mat


 This is a solitaire game. This means it pits you as an American pilot against the German bombers. It is played at the tactical level so it pits your single plane in combat against one bomber. Your job is to knock the bomber out of the sky, while still living to tell the tale. Some of these bombers will be carrying atom bombs, so many people's lives rest on your shoulders. You will be defending mostly the East Coast of the United States with some of the bombers able to fly as far in as Chicago to Miami in an arc. This is not a game of one off raids. You will be guiding your pilot through a sustained campaign against the bombers. Your pilot will also be able to gain medals and also become adept in air combat. A nice feature added to the game is being able to fly for the United States Marine Corps. The game also gives you the choice to play either a basic or advanced combat system. The advanced combat system naturally adds to the complexity and game time. I prefer the advanced combat, but to each their own. I am an aircraft nut, and I really enjoy reading about and playing with experimental aircraft from World War II. So, this game ticks off most of my boxes even before opening the box. 




Your Aircraft Position Chart Compared to The Amerika Bomber


 The game was designed by Gregory M. Smith. This alone should have you opening up your wallet. He has designed a good number of excellent solitaire wargames already, and has some in the making.

These are his games published by Compass Games:

Amerika Bomber

Interceptor Ace: Daylight Air Defense Over Germany 1943-44

Night Fighter Ace: Air Defense Over Germany 1943-44

Zeppelin Raider: Imperial German Naval Airships


These two designs of his are coming soon from Compass Games:

American Tank Ace: 1944-45

Western Front Ace: The Great War In The Air, 1916-18


 The last game I cannot wait for it to be in my hot little hands.





 So, the round up is that Mr. Gregory M. Smith and Compass Games have hit another one out of the park. With our fast-paced lives and all that they entail, getting other gamers together is many times not feasible. To still be able to play great wargames by ourselves is a definite must in our hobby. While it is true that almost any game can be played solitaire, it is much easier for the player to have a fully built solitaire game from the ground up instead of trying to make some rules on your own, or waiting until an add on 'bot' is released. 






 Thank you, Compass Games for allowing me to review another great game from your stable. One thing prospective buyers should know is that Compass Games has almost 100% of its games manufactured in the good ole U.S.A. So, thank you again, and pretty please get to work on Western Front Ace. I do not know how much more I can last without it. Solitaire play and World War I in the air, you had me at Western Front.


Robert

Compass Games:

Compass Games – New Directions In Gaming

Defending America:

Defending America: Intercepting the Amerika Bombers, 1947-48 – Compass Games

Night Fighter Ace Review:

Nightfighter Ace: Air Defense Over Germany 1943-44 by Compass Games - A Wargamers Needful Things



  Across the Bug River Volodymyr - Volynskyi 1941 by Vuca Simulations  The Germans launched Operation Barbarossa on July 22nd, 1941. They ha...

Across the Bug River by Vuca Simulations Across the Bug River by Vuca Simulations

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





 Across the Bug River


Volodymyr - Volynskyi 1941


by


Vuca Simulations






 The Germans launched Operation Barbarossa on July 22nd, 1941. They had split their forces into three main forces: Army Group North, Army Group Center, and Army Group South. While each of the three had their own Soviet forces to deal with, by far Army Group South was faced at first by the largest concentration of Soviet Military power. This Soviet concentration of power in the south of Russia has led some authors to believe that the Soviets were planning to strike into East Europe. Most historians do not agree with their assessment. So, Vuca Simulations have chosen to give us a sim/game about a small piece of the titanic struggle that was unleashed by the German Invasion. This is a piece of the Rulebook from Vuca Simulations that explains the situation at the start:

"The Situation
Early in the morning of June 22, 1941, the 
German army unexpectedly crossed the borders of Soviet Russia, thus launching Operation Barbarossa. One of the resistance points on the Molotov Line - the 2ndfortified area near Volodymyr-Volynskyi 
- found itself in the advance zone of Army Group South. 
The Breakthrough in this place was supposed to be done by III. Motorized Corps, element of 1st Panzer Group v.Kleist and by 
XXIX Army Corps, part of the best known German Army, the 6th.
At the outbreak of the war between Germany and Soviet Russia in the Volodymyr-Volynskyi region there were elements of 5th Army – 41. Tank Division of XXII. Mechanized Corps and 87. Rifle Division from XXVII. Rifle Corps – most of the remaining elements of both corps were far from the border. The situation was not improved by the fact that the 41st Tank Division was ordered to go to the Kovel area, north of Volodymyr-Volynskyi, where the main 
strike was expected. Only two tank battalions from 82nd regiment were left to support 87th Rifle Division in delaying the 
German advance."





 This is what comes with the game:

One rulebook
One mounted map board
382 large counters of which 181 are combat units
Four player aid charts
Full color setup charts
Full color reinforcements charts
Two ten-sided dice 





 This is the third game I have reviewed from Vuca Simulations and I am still surprised at the components and attention to detail that you find inside the box. The map is mounted and reminds me of a mural instead of a game map. The terrain is easy to see with no ambiguities. The counters are very nicely done with a lot of color. The only knock on them is that they are maybe too 'busy' and have smaller lettering and numbers on them than we have become used to now. However, you will not have any problem distinguishing the different divisions etc. that each counter belongs to. The four Player Aid Charts (two sheets, one chart on each side) are made of the same material as the mounted map. These are very easy to read, and the fact that they are not just flimsy paper is such a good idea. They are done in full color. The two Setup Charts/Reinforcement Charts are made exactly the same way. These are also very easy to read and are also in full color. The Rulebook is in full color and twenty-five pages long. It has a good number of play illustrations in it. On page twenty-one starts the Designer Notes, Historical writeup, and Developer Notes. There are also tips for both players. The Counters, Map, and Player Aids etc. are all extremely well done, and have become a Vuca Simulations trademark. It is amazing how small touches to the game components really make the player feel good about their purchase.





 This is the Sequence of Play:

"Across the Bug River is played in a varying number of game turns, 
depending on the scenario. 
A game turn usually consists of an Administrative Phase (Admin 
Phase), followed by the Operations Phase (Ops Phase), existing of 
a varying number of so-called Operations (Ops) Cycles. 
The first turn of scenario skips the Admin Phase as is indicated on 
the turn track. Therefore, the Ops Phase is explained in the rules 
before the Admin Phase.
The Standard Procedures are general rules, which apply at any 
time during each turn."






 As in all Barbarossa Campaign games/scenarios, the German player has to get from one side of the board to the other as quickly as he can. If he can inflict substantial losses on the Soviet player so much the better. The Soviet player is attempting to sacrifice troops to slow down the German juggernaut. For me, playing as the Soviets is always harder, because you have to always try and judge when to retreat and stop trying to inflict casualties on the Germans. My play style can almost always be summed up as "Il nous faut de l'audace, encore de l'audace, toujours de l'audace!". This has been attributed to both Danton and Frederick the Great. I am not sure who said it, but I have always liked the sentiment. So, my attempts to stem the German tide in games resembles a general who just got a call from Ioseb Besarionis dze Jughashvii ( No wonder he changed it. Hard to get a chant going with that name), or 'Koba' to his friends. 



 Air power is abstracted by interdiction points that are decided by a rolled die by the German player. These can be either a 0,1, or 2. This is an important rule of the game:

"8.1.2 Interdiction Level Adjustment
The German player rolls one die and consults the Interdiction Table to determine the Interdiction Level (0, 1 or 2) of the current 
game turn.

Interdiction Effects:
• The German player applies the Interdiction Level as an additional Initiative DRM.
• The Soviet player uses the Interdiction Level to determine Soviet Formation Activation Recovery levels.
8.1.3 Soviet Formation Activation Level Recovery 
The Formation Activation Level Recovery of Soviet Formation is 
not fixed, but based on the individual Formation Activation Recovery Rating and influenced by the Interdiction Level of the current game turn.
• The Soviet Player checks the Formation Activation Recovery 
Rating of his supplied formation and cross references this rating 
with the Interdiction Level on the HQ Recovery Table to obtain 
the result. 
This means that the Soviet player does not know the exact Interdiction Level and Recovery values for a given Recovery Segment during the preceding Ops Phase!"

 This really can make the Soviet player's heart skip a beat, and destroy all their well thought out plans. This is just one example of the 'friction' of war that is built into the game.


Not the final artwork


 This is a great, tense game that shows both the fragility of both the Soviets and German forces in the first days of the war. The game also shows that there are plenty of battles that Vuca Simulations can develop using the formula. So, a company does not have to make the hundred and fiftieth Kursk game to let players have a great romp on the Eastern Front. For those of you who have to have Tigers and Panthers in your force pool, either broaden your horizons or look elsewhere. The amount of Panzer IIs that were still being used in 1941 will astonish you. Ivan had to take a nine count in 1941, but rose again to victory. Mayhaps with you as a general you can do much better than your real counterpart, and not get sent to the Gulag or worse.

 Thank you Vuca Simulations for the chance to review another of your excellent games. I will also put some links below to the other two games I reviewed for them. 

Robert

Vuca Simulations:

Across the Bug River:

The Great Crisis of Frederick the II:

Crossing the Line - Aachen 1944:

 March on the Drina WWI by Princeps Games  Just as envisioned by Bismarck, a great Europeans war did occur because of "some damned fool...

March on the Drina WWI by Princeps Games March on the Drina WWI by Princeps Games

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





 March on the Drina WWI


by


Princeps Games






 Just as envisioned by Bismarck, a great Europeans war did occur because of "some damned foolish thing in the Balkans". The Austria-Hungary grab of Bosnia Herzegovina is where it really started. By foolishly adding more Slavic people to its domains, Austria-Hungary had started the clock on a time bomb. There were two wars in 1912 and 1913 in the Balkans. First between the different Balkan kingdoms and Ottoman Turkey, and then between the Balkan countries over the spoils of the first war. Serbia had close ties to the Russian Empire and had always been at loggerheads with Austria-Hungary, especially after their grab of Bosnia Herzegovina. The bullet from Garolav Princep set in motion a slow starting and moving avalanche that soon crushed all before it. Three empires and their rulers would be swept away by the tide of World War I. Only after the greatest conflict up to that time had taken place did the dust somewhat settle. Many historians now classify the Second World War as just a continuation of the first. Did the freedom fighter/assassin (depending on your view) have any inkling what he had started in motion after he shot?





 The Drina River is 215 miles long and was the western border of the Serbian Kingdom and the Austria-Hungary states of Bosnia Herzegovina. The Austro-Hungarian General in Chief Conrad von Hetzendorf believed that a part of his army could conquer Serbia very easily and then get on trains to fight Russia. This was actually in his timetable structure of the war. The Austro-Hungarian Army and Conrad were in for a very rude awakening. The Serbians fought like lions and not only defeated the Austro-Hungarian attacks, but also pushed some of their forces behind their starting lines. Serbia would not be conquered until Germany, and Bulgaria decided to help the Austro-Hungarians. Even then, the Serbian Army stayed together and helped defend Salonika (in Greece) after they were pushed out of Serbia proper. 





 So, this then is the game. You can either take control of Serbia or the forces of the Central powers (Austria-Hungary, Germany, Bulgaria) against her. The game can be played with two to four players. For a four-player game, both Germany and Bulgaria have a player, and for three player, Germany/Bulgaria is played by one person. This is what comes with the game:

Mounted Game Board

Rulebook

4 Player Cards

13 General Cards

42 Luck Cards

4 National Military Capacity Chart

Calendar

Minimap Sheets

24 Control Markers

18 Albanian Orders

45 Military Capacity Units

31 Infantry Units

18 Cavalry Units

15 Artillery Units

13 General Units

84 Tokens

84 Counters





 The game components are definitely a mix of a wargame and a Euro game. The mounted map is beautiful, and nice and large for the play area. The map hexes have either clear, city, or impassable terrain. There is no benefit/penalty between a city or a clear terrain hex. The Rulebook is set forth very well and it is easy to follow along, or to look for a particular rule, etc. It is only twenty pages long. Then there another eleven pages of pictures of the fans who helped make the game possible. The nicest touch is that the pictures of these fans were put right on the counters. The unit counters are rectangular and are meant to set into small round stands. This is another part of the Euro game feel to the components. There are small round magnets that can be added to the troop stacks (no more than two per stack). 




  The Sequence of Play is:


 It is played in rounds, with each country's turn as follows:

Austro-Hungary

Germany

Serbia

Bulgaria


 This is from the Rulebook:


"Each round is played as follows:

• The Calendar is adjusted to the next period.

• Players apply the effects which that period brings.

• Players play their turns at the order listed above. At the end of his turn, a player collects MCU (Military Capacity Units). When his turn comes, a player decides whether he will move all units, some units or no units. A player decides whether he will engage in combat or not. After that phase is finished, a player collects as much MCU as it is shown on NMCC (National Military Capacity Chart) and in that way he finishes his turn. When all players finish their turn, a round is over, The Calendar is adjusted to the next period and a new round begins."







 The rules for the game are simple. Each unit can only have three strength points assigned to it. Only one unit at a time may attack. So, you cannot try for a two or three hex attack on one hex of the enemy. The Luck Cards mean that you can only guess at your actual attacking and defending strength. A Luck card is drawn by both the defender and attacker. Their value goes from zero to plus three. With its simplicity and the fact that there is no terrain benefit or hindrance the game may put off the real grognard players. This is a shame, because this is a great game to have around to play with newbies to the fold. The game mechanics of building up your forces or rebuilding them is deceptively deep. So, there is some meat there for grognards to chew on. I think the game is a nice change of pace from playing a really in-depth game with hundreds of counters etc. I believe Princeps Games have done a wonderful job on their first game. It introduces players to a very overlooked part of World War I and does it in a simple and easy way. The components are really well done and definitely catch the eye when you open this large box for the first time. 





 Princeps Games second game has been released. It is called 'Downtown Chase'. It is not a wargame, but from what I read it is a good game night Euro game. Links will be below.


Robert

March on the Drina:

March on the Drina - Princeps Games

Princeps Games:

Home - Princeps Games

Downtown Chase:

Downtown chase - Princeps Games


 STARGRAVE: THE LAST PROSPECTOR from OSPREY GAMES Stargrave  transports the fantasy RPG  Frostgrave  lock stock and barrel to a science fict...

STARGRAVE: THE LAST PROSPECTOR STARGRAVE: THE LAST PROSPECTOR

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

 STARGRAVE: THE LAST PROSPECTOR
from
OSPREY GAMES



Stargrave transports the fantasy RPG Frostgrave lock stock and barrel to a science fiction setting.  Behind it all are Joseph McCullough, the prolific writer and creator of these two worlds and many other novels too and the publisher's Osprey Games.

Though RPGs are very much the outer rim  of my gaming world, how could I resist the kind opportunity given to me by Osprey Games to preview this latest expansion to the Stargrave canon, especially when I discovered that it's due to be released on 28th April - my birthday!

In case any of you are totally unfamiliar with its origins, I'm going to start with the briefest of outlines .  This core was presented in a substantial hardback book that gives you all the background, rules, stats and scenarios etc. Thematic art work and photos of diaramas taken from games adorn and enliven the text.  We're dealing with a small unit, miniatures skirmish game set in a typical devastated and blighted galaxy.  The rather long subtitle to the core game says it all- Science Fiction Wargames in The Blasted Galaxy.

There is a substantial gallery of miniatures that have been sculpted purely for this game, but it really is one game where you can bring virtually any existing figures, terrain and buildings you possess to your gaming table.  

Your first task is to create a team made up of a captain, first mate and assorted crew then follow through the scenarios.  Like most RPGs, the wealth of written material provides an excellent resource to create your own scenarios.

A free supplement introduced solo play, while the first published expansion, Stargrave: Quarantine 37 , landed your crew slap bang into a deserted research station where you can compete through the scenarios against other crews in two mini-campaigns or take on a solo mini-campaign.

The Last Prospector, the second supplement similarly presents a range of new elements and a new region of the galaxy to explore.  The presentation is a glossy softback book of 86 pages. The introduction had me hooked at once.  Though only two pages long, in it Joseph McCullough gives us a clear, succinct explanation of his intentions and inspirations.  Three things leapt out at me.  

Foremost was his desire to explore the connection between the genres of science-fiction and the western.  This is a pairing very familiar to me as were his seminal references to Star Wars and especially Firefly, the sadly curtailed Josh Wheedon series and the film Outland which, as he notes, has often been compared to High Noon Firefly in particular struck me as a particularly important influence on the geography and geopolitics of The Last Prospector.

The region in question, the Honoreb System, has become a backwater of the galaxy, though still a mineral-rich asteroid belt.  Among its locations that will feature in the scenarios are Penthalia Station, a once vibrant and important hub, now largely decaying and derelict; Honera, a steamy jungle planet with originally three enclosed bases and Saint Mollia [or "Molly" for short] a vast titanic though abandoned ore carrier.

Next to seize my attention was his desire to depart from the linear progression of so many, many RPGs.  Instead the Campaign provides a ten scenario arc of which only the opening and final episodes are fixed.  The other eight can be played in any order.  The suggestion is that the game players take turns choosing a scenario usually based on what each thinks will be most immediately advantageous and suited to the qualities, powers and abilities of their crew.  My own instant reaction was, at some future date, to offer up this order to the random gods of the dice world! 

The third detail that I was highly enthusiastic about is summed up in the following extract"...instead of a focused narrative , this campaign is based around a mystery and a location ... to solve the mystery, the crews must travel all over the system , searching for clues."  Great idea was my immediate reaction - a game with not just sci-fi, not just westerns, but a whole touch of Sherlock Holmes: Consulting Detective too.  Sadly this was my one disappointment.  The disappearance of the old friend, the eponymous Last Prospector and his rumoured "big score" are simply what Alfred Hitchcock would have called the McGuffin.  In other words they are the motivating trigger for the game's plot that sends your crews hither and thither across the Honereb System.


Just one of the many pieces of artwork that enliven the text

At this point, I think  one other sentence from the introduction is important to quote: "I leave it up to the players to fit my work into their own imaginative framework."  As Joseph McCullough stresses in his introduction, it's entirely up to the gamer whether you stick closely to his detailed descriptive script or not.  This is very important comment for the whole creation of your table-top, as you'll see in the next section where I explore some of the scenarios.  The fact that all bar the grand finale of the game is designed to be played on a 3'x3' table is a big plus for the gamer with limited space. However, the setup for many of the scenarios could task the physical terrain resources of the average gamer.

The fixed opening Scenario of the Campaign screams its influence from the classic western mythos in its title: The Barfight!  The setup specifies the classic bar down one edge of the gaming table and various other familiar accoutrements such as tables and chairs.  However, later scenarios grow more taxing in their requirements, such as a cavern floor with an upper level shelf running all around the edge of the scene.  This is where the comment about using your own "imaginative framework" applies - in other words "do the best with what you've got".   I've got to say that the suggestion of using 3" strips of paper didn't appeal.  So, substantial quantities of packaging from a recent home purchase, plus extensive Stanley knife work, are going to be pressed into service. 


The transformation begins!

Similarly, broken bits of polystyrene are in the process of being transformed into rocky outcrops that may serve both in some of the underground locations and on the planet's surface.




However, the thick jungle of a scenario like The Devil's Punchbowl will stretch my current resources considerably, though it will be one of the cheaper to beef up.  Though behind my nascent rocks lurks one of the rare items that I possess which I need to greatly expand and spend on to furnish my jungle settings.

On the other hand, left-over creations made for my son's long past days of Warhammer 40K and Necromunda, plus my own Deadzone 2 building collection will certainly feature prominently in other scenes, as will many of the figures pressed into service from those games. 


The one above I particularly like and feel it will work both in a jungle setting and also can be adapted to serve as a mine entrance.

Before looking at the typical Scenario outline, it's important to explain a narrative feature that I strongly like.  This region of the galaxy is split between six factions each with their own ideals, culture and needs.  Each player's crew will be affected by their shifting "standing" with each faction that will be affected by how they perform in each Scenario.  Outcomes will be positive or negative and, not surprisingly, will bring rewards or disadvantages that feed into other Scenarios.*[see below]   This adds a lot of colour to the story and game play - a definite winner for me, as it also sits well with the "western" influence, making me think of the factions successfully played off by Clint Eastwood in A Fistful of Dollars!

Each Scenario is presented in a well organised pattern:-
A brief narrative introduction to set the storyline scene.
Crew - these details usually introduce specific factors that may change the constituents of your crew, introduce limitations, exceptions, additional equipment or even additional units.
Set-Up - outlines the terrain/physical details to create the scene, the placing of loot tokens and the positioning of figures.
Special Rules - fairly self-explanatory!
Faction Advantage - changes in each player's crew standing with the factions in the game and the benefits and disadvantages resulting [*see above]
Outcome - what may generally be summed up as victory conditions, in that this section tells you what you'll gain or lose by certain actions.
Loot and Experience - usually this results in players rolling on the core game book's tables for these two factors plus special ones just for this supplement.

The typical start to a Scenario's organisation

As you'd expect with any supplement, there are new additions to all elements of the game.  They start with new backgrounds and powers for the two most important characters in each player's crew, your captain and first mate.  There are new soldier types , ship upgrades and advanced technology, a series of new attributes and in the section labelled Bestiary there are ten new creatures that you'll encounter through these Scenarios.  I'm not quite sure that a Foreman or Miner would be too happy finding themselves in a chapter entitled Bestiary or be lumped among "creatures"!

One of my favourite figure illustrations

All in all this is a very attractive and well produced addition to the Stargrave canonThere's plenty to read and its well illustrated with many exemplary photos and artwork.  The Scenarios cover a good range of situations culminating in a lengthier three-part finale and as the author observes, there are plenty of hooks and dangling storylines in the narrative to chase down by creating your own scenarios.  

With the Western influence in mind, I can already envisage a captain and first mate with five other crew members finding themselves called upon to defend a rag-tag group of isolated and down-trodden settlers from the brutal oppression of the nastiest elements of one of the system's six factions.  My captain might just be called Chris!

So, look out for Stargrave; the Last Prospector and its publication date on 28th April!






 


 


  Trench War by Wisdom Owl/Fellowship Of Simulations  Le Grande Guerre, or The Great War, was a cataclysmic event that completely changed th...

Trench War by Wisdom Owl/Fellowship Of Simulations Trench War by Wisdom Owl/Fellowship Of Simulations

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 Trench War


by


Wisdom Owl/Fellowship Of Simulations







 Le Grande Guerre, or The Great War, was a cataclysmic event that completely changed the world. The brutality of war was highly evident in it from the first day to the last. Flame Throwers, Poison Gas, and whatever could be used to kill was implemented. Even the combatants in World War II did not use gas on each other (of course, it was used in the death camps and by Italy in its grab for colonies). The term for the daily number of deaths on the Western Front was called 'wastage'. In actuality, World War I and II are now looked at by a lot of historians as the same war with a short peace in between, much like the Peloponnesian Wars. 




 I am finally okay with block games, and I do not break into a sweat anymore when a map does not have hexes. However, I am still a bit leery of a wargame played with cards. I have played a few, and have reviewed two I believe, but my pulse rate still quickens when I see it is a card game. Exposure therapy has worked for area movement, and for blocks. So, one would assume, after a few more card games I should be fine with them.





 Let us see what comes in the box:

50 Troop Cards
58 Bonus Cards
1 Gameboard
1 sheet of Counters (Markers)
1 Rule book
1 Optional Card




 This is a blurb from the creators:

"Trench warfare is a simple game for two players on the theme of the Great War. With games of less than 45 minutes, each player uses a deck of cards containing soldiers, tanks, planes and support weapons to take the opposing trench. With a simple rule, this game creates tense situations full of attacks of counterattacks."





 As you can see the game is a pretty minimalist one. However, the game makes up it sparseness with having very well done components. The gameboard is nicely illustrated to match the destruction of World War I. The cards are little pieces of artwork. The German cards have the Pour Le Merite on the back of their Bonus Cards, and the German Flag on their Troop Cards. While the French ones have the Knight of the Legion of Honour on their Bonus Cards, and the Tricolor on their Troop Cards. The Rulebook is in full color and it has plenty of play examples for only being twelve pages long. The game markers are round and it is easy to understand their meanings.

This is the Game Sequence of Play:

Each Player receives six Command Points (CPs) per turn.
These can be used to do any of these actions:

Discard up to eight cards (1 CP cost no matter how many cards are discarded).

Place a Troop Card (You pay the CP cost in the upper left hand of the card).

Move a Troop Card (1 CP cost).

Attack with a Troop Card (1 CP cost).

Place a Bonus Card (You pay the CP cost listed on the Card).





 The game is set in the last year of the war, and it is only between French and German combatants. Like many games this size the rules are simple. This does not mean that the game is a beer and pretzels one. It is a tense and well thought out game that gives the player plenty of choices to play well or mess up badly. The shortness of the game means that you could play more than a few times on game night. The smallness of its footprint means that setup and cleanup is a breeze. In my own games, and reading about the game, many times it comes down to the wire with the last card or cards being the difference between victory or defeat. I can easily recommend the game for a change of pace for us cardboard pushing grognards. Hell, the artwork alone is worth the cost of the game. 




 Thank you, Fellowship of Simulations for helping me to broaden my wargaming with this exquisite little game. 


Robert 

Trench War:

Fellowship of Simulations:





 


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