Bismarck Solitaire
by
Worthington Publishing
Bismarck Solitaire by Worthington Publishing The Bismarck, and its sistership the Tirpitz, are engrained in our memories because of coun...
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Bismarck Solitaire
by
Worthington Publishing
Bloody Verrieres: The I SS-Panzerkorps Defence of the Verrieres-Bourguebus Ridges Volume I: Operations Goodwood and Atlantic, 18-22 July 194...
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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 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
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...
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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.
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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."
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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
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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.
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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."
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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.
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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...
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Across the Bug River
Volodymyr - Volynskyi 1941
by
Vuca Simulations
March on the Drina WWI by Princeps Games Just as envisioned by Bismarck, a great Europeans war did occur because of "some damned fool...
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.
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:
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...
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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.
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.
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.
A Wargamers Needful Things is a one stop blog for Wargamers, Military Minifig collectors, Toy Soldier collectors and military history obsessives. We will do our upmost to cover in depth as much as possible. We shall be reviewing books, miniatures\toy soldiers, MiniFigs and of course games, plus interviews, model making and AARs! Quote from a reader.. "Your site is a much needed breath of fresh air, I absolutely love the spectrum of things you cover/review. Keep up the great work. "
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