second chance games

Search This Website of delight

  A Most Fearful Sacrifice 2nd Edition by Flying Pig Games  The big guy is back in the ring. Flying Pig Games has a Kickstarter for A Most F...

A Most Fearful Sacrifice 2nd Edition by Flying Pig Games A Most Fearful Sacrifice 2nd Edition by Flying Pig Games

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




 A Most Fearful Sacrifice 2nd Edition


by


Flying Pig Games






 The big guy is back in the ring. Flying Pig Games has a Kickstarter for A Most Fearful Sacrifice 2nd Edition coming out on October 26th. If you remember, this has a gorgeous map that is FIFTEEN SQUARE FEET in size. The unit counters are also very large at 13/16". Below will have the Designer Notes from Hermann Luttmann. I will also throw in some pics. Without further ado:


 "GAME CREDITS

Game Design: Hermann Luttmann

Publisher: Mark H. Walker

Game Developers and Testers: Claude Whalen, Stephen Poitinger, 

Zeke Conover and Fred Manzo

Map Art: Rick Barber

Game Counters and Aids Art: Jose Faura

Rules Layout: Guillaume Ries


DESIGNER’S NOTES

Thank you so much for purchasing and playing A Most Fearful Sacrifice! It has been quite a long, grueling process to get this project tested and finished … but it was indeed a labor of love. I have to first thank the individuals you see listed as the Game Developers and Testers. This group of gentlemen is the most dedicated, talented, and valuable team of gamers with which I have ever worked. They have been tireless in their efforts to test every aspect of this design and their contributions and observations have made this a much better game than I could have created on my own. So, my utmost thanks to all of them! I also want to thank Mark Walker and Flying Pig Games. They are a terrific company for which to design, and Mark is a wonderful guy who has also become a good friend over the years. 





I know many of you are saying … “Why another Gettysburg game?”. Well, honestly … why not? This is the iconic American Civil War battle and when taken in its entirety, it is a fascinating study in command, strategy, and tactics. It also tells some of the most heroic - and most tragic - stories to emerge from the annals of military history. The conduct of the battle and the myriad possibilities of how it could have evolved are fascinating topics to explore in a wargame. Overall, the consequences of the Battle of Gettysburg and its reverberating effect on the conduct of the remainder of the American Civil War cannot be understated and thus it has drawn warranted attention in the gaming world. 





Ultimately, the decision to do the entire battle was an easy one to make. We felt that we had a good core system with The Devil’s To Pay, which is essentially an upscaling of the Blind Swords system. But I did not want to do just an expansion to that game (which covers only the first day of the battle) for a number of reasons. Such an expansion’s footprint would have to be quite large in order to cover both the second and third days of the battle. In addition, the extra rules required to handle a multi-day battle would essentially have made the expansion larger than the original game. No – we needed one epic design to handle all three days and that’s what we set out to do. 





The system used for A Most Fearful Sacrifice is basically the same as used in previous games in the Blind Swords family, but because of the grander scope of the battle I needed to re-design the activation system, or the game would take way too long to play. Thus, was born the idea of converting from chit-pull to card-draw mechanics. Not only is it microseconds faster to draw a card than pull a chit, but more importantly, actual game information can be included on a card, and this results in a huge time saver – no more hunting for a rule or event effect on a chart or in the rulebook. Also, by switching to activating units by Corps, this cuts down severely on the number of cards that need to be drawn. Instead, an extra layer of player decision making was incorporated into the concept of the player needing to set up each Corp’s “Division Priority”. This certainly adds an additional element of command and speeds up gameplay at the same time. Other mechanics were also re-designed and tweaked to maintain just as much “crunchy” detail as before but with less effort. All in all, we feel that Black Swan is the ultimate ACW grand-tactical game system, and we hope you agree. 





Finally, we’ve designed thirteen scenarios of varying scopes so that players can explore every portion of the Battle of Gettysburg in detail. There are small and medium scenarios covering just snippets of the battle’s narrative (and these obviously require shorter swaths of playing time) or you can experience all three days in a “grand battle” extravaganza so players can explore all the strategic options for both sides. However, you choose to experience this game, we hope that you ultimately enjoy it. Once again, thank you for your kind support and good gaming!" 

Hermann


Flying Pig Games:

Flying Pig Games

A Most Fearful Sacrifice:

A Most Fearful Sacrifice 2nd Edition/Reprint | Flying Pig Games

Kickstarter for the 2nd Edition:

A Most Fearful Sacrifice -Second Edition by Mark H. Walker — Kickstarter



 

KICKSTARTER LAUNCHED   TRENCH CLUB LEGACY FROM PKB GAMES We're glad to announce the Kickstarter for PKB Games Legacy edition of their st...

TRENCH CLUB LEGACY TRENCH CLUB LEGACY

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

KICKSTARTER LAUNCHED 

TRENCH CLUB LEGACY

FROM

PKB GAMES


We're glad to announce the Kickstarter for PKB Games Legacy edition of their stunning game Trench Club.  If you liked Company of Heroes, you'll definitely want this.




Magnificent full colour boards

Overlays
Variety of troops in detailed miniatures

Plus the Legacy mode

All that the original game contained has been increased with the addition of a Strategic map board that allows you to craft your own path and destiny through WWI.  Create your own story with the legacy campaign, adapt the map, unlock new units and weapons.  The original was stunning...this takes you even further.

Click HERE to access the Kickstarter video.






  World War II Snipers The Men, Their Guns, Their Stories by Gary Yee  This book is about a part of World War II that is not mentioned nearl...

World War II Snipers: The Men, Their Guns, Their Stories by Gary Yee World War II Snipers: The Men, Their Guns, Their Stories by Gary Yee

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




 World War II Snipers


The Men, Their Guns, Their Stories


by


Gary Yee







 This book is about a part of World War II that is not mentioned nearly enough. To be honest, Hollywood has more examples of snipers than most history books about the conflict. The author Gary Yee and Casemate Publishers have set out to set the record straight. Now onto the book.

 This is a blurb from Casemate Publishers about the book:


"Thousands of volumes have been published about World War II but relatively little attention has been given to the sniper. Drawing from memoirs, government documents and interviews, World War II Snipers incorporates eyewitness accounts to weave a comprehensive narrative of snipers in World War II.

While certain common traits were shared among belligerents, each had its unique methodology for selecting and training snipers and, as casualties were high, their replacements. Drawn from hunters, competitive shooters, natural marksmen, outdoorsmen, city dwellers, farmers and veteran soldiers, they fought to assert local battlefield dominance and instill among their enemy a paralyzing fear."


Mauser ‘BYF’ K98k with Zf41 scope. Dave Roberts collection. Image courtesy Rock Island Auction Company via Casemate.



 To start out with, this is a very large book. It measures roughly 8 1/4" x 10 1/4". Its length is 352 pages. To top it off, it is jam packed with either black & white or color photos. There is at least one photo or inset on every page. This book goes into everything, and I mean everything, about sniping and snipers in World War II. It takes us from the Weapons, to training, to the history, and also has the snipers' personal stories. This is a list of the contents:


Part I: Selection & Training

Chapter 1: Prewar and Early War Years

Chapter 2: Selection

Chapter 3: Training


Part II: Wartime Sniping

Chapter 4: Western Europe, North Africa, and Italy

Chapter 5: Liberation of Northwestern Europe

Chapter 6: To the Rhine and the Elbe

Chapter 7: Drang Nach Osten

Chapter 8: The Stalingrad Kessel

Chapter 9: Nach Berlin!

Chapter 10: Far East

Chapter 11: Southwest Pacific Theater

Chapter 12; The South Pacific Theater and Asia


Part III: The Weapons

Chapter 13: Guns and Equipment


Conclusion

Notes to the text

Glossary

Bibliography

Index



Snow camouflage suit-clad 6th Airborne Division sniper in the Ardennes, January 14, 1945. British Official Image via Casemate.


 This book is one of the most detailed reference books I have ever read. The material it has in it about the guns themselves is worth a book itself. I have used a scoped rifle many times in my life. However, because of this book I have learned so much about scopes that I seem to be a simple tyro in my knowledge regarding them. The information inside the book is almost a training manual for sniping, at least with World War II weapons. The only unfortunate thing about the book is how historically snipers were treated by all major combatants. It seems that even soldiers in the same armies hated snipers so much that it even boiled over onto their own snipers. The author informs us that no country really ever let a sniper surrender. Universally if a sniper was found there was no quarter given. Even possessing a scoped rifle was cause for swift execution. The fear of snipers was also universal in all of the world's armies. Having to worry about getting shot while responding to the call of nature and eating etc. put all of the soldiers on edge. 



German armed with M91/30 with PEM scope mounted on siderail mount. Image courtesy Georg Oberaigner via Casemate.


 Thank you so much Casemate Publishers for letting me review this excellent book. I also want to thank the author, Gary Yee, for writing it. It is certainly a labor of love on his part. If you have any interest in sniping or World War II, you need to have this book in your library. 


Robert

Book: World War II Snipers: The Men Their Guns, Their Stories

Author: Gary Yee

Publisher: Casemate Publishers


 

 Assault on Gallipoli by Gecko Games Designer Notes  This looks to be a great new game from Down Under. "Assault on Gallipoli Designer&...

Assault on Gallipoli by Gecko Games: Designer Notes Assault on Gallipoli by Gecko Games: Designer Notes

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



 Assault on Gallipoli by Gecko Games


Designer Notes






 This looks to be a great new game from Down Under.


"Assault on Gallipoli Designer's notes

The Gallipoli campaign holds a unique fascination for Australians and New Zealanders. The day of the ANZAC landings at Gallipoli, 25 April 1915, is celebrated every year as a national holiday when we remember all the men and women who have given their lives in the service of their country.



But most Australians and New Zealanders have largely forgotten the details of the campaign and know very little if anything about it. Their only reference point is the 1981 movie Gallipoli, with Mel Gibson, which is an excellent movie, but it only deals with one very small part of the whole campaign – the Battle of the Nek.  


So, I wanted to make a game about this iconic campaign. A game that would be easy to play, especially for non-wargamers.


Action Cards


I wanted to include all the key commanders and personalities, like Colonel Kemal, Colonel Monash, and Lt Colonel Malone. I wanted to make a game that would show how the ANZAC legend was born.

 

The campaign lasted for more than eight months and for most of that time it was basically a stalemate situation with both sides sitting in their trenches. In other words, it turned out be just like the Western Front.



But there were a number of key moments of the campaign that screamed out to be covered. First was the ANZAC Landing and establishment of the beachhead, from 25-29 April 1915. The first scenario covers this.

The second scenario covers the Turkish counterattack, when more than 40,000 Turks attacked the exhausted ANZACs in a desperate attempt to eliminate the narrow beachhead. This is really when the Australian and New Zealand soldiers earned their reputation for being tough fighters. They were outnumbered almost three to one, but they managed to hold out and fight on.

 

Scenario three deals with the Battle of Lone Pine, the attack on the Turkish trenches that earned the Australians seven Victoria Crosses.


Ataturk


Scenario four is all about the daring assault on the heights of the Sari Bair Range by the New Zealanders, British and Gurkhas. It really was the last throw of the dice and saw some of the most desperate fighting of the whole campaign.


The final scenario combines the Battle of Sari Bair and the Battle of Lone Pine scenarios for one epic contest to control the heights of Chunuk Bair.



In the game, each turn represents one day, units represent battalions, companies and individual ships. Players take it in turn activating groups of units in an area. Once they are activated to move, fire or dig a trench, the units are flipped over to their Exhausted side. At the beginning of each new turn, they are flipped back to their Fresh side.

 

There is nothing new about the mechanics, but they are easy to learn, and players will pick them up very quickly. We have spent two years designing, developing and play testing the game, so it really has been a labor of love.


For more information and to order the game, visit http://www.geckogames.com.au/


For more content and videos, visit https://boardgamegeek.com/boardgame/370073/assault-gallipoli

  Death in the Trenches The Great War 1914-1918 by Compass Games  'The Great War', 'The War to End All Wars', these were epi...

Death in the Trenches: The Great War 1914-1918 by Compass Games Death in the Trenches: The Great War 1914-1918 by Compass Games

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





 Death in the Trenches


The Great War 1914-1918


by


Compass Games





 'The Great War', 'The War to End All Wars', these were epithets that have been used to name the First World War. This war was a first for many reasons: aerial bombardment, poison gas, tanks, and masses of machine guns were used in it. Death and destruction of civilians was not a new thing. It had been happening since the dawn of wars. The First World War just took it to a new and frightfully unprecedented level. The western countries have always looked at it from the mostly static trench lines in France. The Eastern Campaigns usually had more freedom of movement and only stayed in one place for at most a year and usually not even that long. Four great empires were dissolved by the carnage of World War I: the German, Austro-Hungarian, Russian, and the Ottoman empires all fell. The horrific loss of life led straight to the devil-may-care 1920s. All of the soldiers who escaped this abattoir were scared by it, whether mentally, physically, or both. In this game the designers have tried to put you into the shoes of the Entente or Central Powers from a strategic viewpoint. You will be in control of your forces across the globe, whether it be in the sky, on the ground, or at sea. 


 Compass Games has once again produced a game about World War I. As I mentioned in another review, they seem to be on a roll as far as games taking place during it. So far, their batting average has been excellent as far as each game goes. Let us see if they can keep this streak going.





 This is what comes with the game:


1 34×22″ map covering Europe and the Near East – Mounted

3+ countersheets (9/16″) of military unit counters, markers and chits – total 400 (double sided)

1 rules booklet (Game System and Random Events included)

6 8½ x11″ color player aid and display sheets

10 six sided dice

1 full-color box and lid set


 This is the hex size and turn length etc.:


Complexity: Medium (about 6 out of 10)

Playing Time: 10+ hours

Solitaire Suitability: Excellent

Time Scale: 1 turn = 3 months

Map Scale: 1 hex = approximately 80 miles

Unit Scale: Army and Corps

Designers: R. Ben Madison and Wes Erni

Artist: Jonathan Carnehl





 This is a blurb from Compass Games that I believe is worth reading:


"Death in the Trenches is a strategic-level World War I game covering the entire war, from the opening shots in Serbia and Belgium to the final defeat (or victory!) of Germany and its allies in 1918. The map, executed by Jonathan Carnehl, is designed to give you a feel for 1914 by using textures and colors featured in atlases of the time. It stretches from the Pyrenees to Moscow, and from Norway to the Sudan, covering every square inch of territory in Europe and the Near East which saw combat from 1914 to 1918, in a manageable 34×22″ format. Colonial battles around the world take place on an additional 8½x11″ map showing Germany’s empire.


The game also features 456 beautifully-illustrated counters depicting all the national armies that fought in the war – from the Germans, French, British and Russians all the way down to the Persians, Montenegrins, Armenians, South Africans, and a host of specialized units (French Foreign Legion, Gurkhas, Italian “Arditi”, Cossacks, Tyrolean Kaiserjäger, Zionists, Bavarians, “Dunsterforce”… even China may send a small expeditionary force).


For the World War I buff, the game’s simple off-map system of Allocation markers fills your world with historical detail: Tanks, Alpenkorps, artillery barrages, flamethrowers, poison gas, Krupp guns, Mustapha Kemal, the Royal Air Force, French elan, Rommel’s mountain tactics and Galliéni’s taxicabs… while the great wartime leaders all leave their mark (good or bad!) on history: Bruchmuller, Haig, Hoffmann, Mackensen, Hindenburg and Ludendorff, Rennenkampf and Samsonov, Sarrail, Von Francois, Foch, Brusilov, Nivelle, Plehve, Putnik and Yudenich. All this detail is added without forcing you to remember special rules.


What other WWI games make ruthlessly complex, Death in the Trenches simulates with elegant simplicity. Face-up units are entrenched; face-down units aren’t! Simple as that. Emphasis is on the fun stuff rather than the boring stuff; there is no bean counting of production points, supply rules and strategic redeployment are easy, and in combat there are no complicated terrain modifiers to memorize – those are baked right into the combat die roll."





 Let us first take a look at the components. The heft of the box is pretty good. However, now that so many games, this one included, come with mounted maps this is no longer a variable denoting gaming goodness (it actually may never have been). We grognards were always sucked in by large and heavy boxes. 

 The map has been judiciously set up to give the player the entire European and Near Eastern areas where campaigns took place, and more, on one normal sized map. That the designers were also able to include the turn record track and some other tables, and a subset map of India, is even more impressive. The map, while appearing plain, has an innate beauty, at least to me. The major cities that did and could have been a part of the campaigns are included. It would seem from the amount of area squished into the map that it would lose something in the conversion. However, at eighty miles a hex it seems just perfect for a strategic view of the area. Naturally, with this large of an area depicted you do not get much of the tactical obstacles, or benefits. The map's muted colors seem to match the somber tones that should accompany this war. There is a one sheet mounted map that has the areas in the Pacific, German East Africa, German Cameroon, and German South Africa that were also fought over during the war. This game is one of the very few that depict these areas. 

 The Rulebook is in full color and is twenty-eight pages long. The type is a bit on the small size. The rules go out of their way to explain that this is not your father's wargame. The game rules etc. have been based on Wes Erni's calculations and his WESCOM (the Warfare Equivalency System and Combat Operations Model). I will have more to say about this later in the review. The Events Book is twenty pages long and has a little color but is mostly in black and white. The first few pages are for the game setup. The next few pages are a complete catalog of what is in each hex. I do not remember ever seeing this in a game before and it is a nice touch. The last eleven pages are of all the events that can take place in each year. The game comes with six hard stock Player Aids. There are two fold out Omnibus Markers Track sheets. One is for the Entente and the other for the Central Powers. Then we have two Special event sheets, one for each side, that both have twenty-five events on them. Then there is a Battle Board and an Attacker Battle Chart. Some of the printing on this is also on the small side. Next up, we have four countersheets. These are adorned with the owning country flag on them. They come pre-rounded and easily come out of the sprues. These would be the most colorful part of the game. A few of them also come adorned with ships, artillery, and planes. The package on the whole is one that your game table will be calling for. 




 Now we will have a blurb from the Rulebook on WESCOM:

"WESCOM (the Warfare Equivalency System and Combat Operations Model) was created by Wes Erni, for the game Absolute Victory (designed in the 1990s but not published until 2016 by Compass Games; the first edition of Death in the Trenches was actually published first). It has been used in several other
games. The principle behind WESCOM is to engage a player’s personality in the Battle system, so that a player’s own level of aggression, or timidity, is vividly expressed in the way that player approaches each individual battle. The key to the WESCOM system is the infamous “Overroll”, where the player rolls as many dice
as he wants to, trying to achieve a die roll as high as possible but without going over a limit; if you go over the limit, you achieve nothing! In this way, the aggressive player constantly risks disaster. While critics who don’t understand the system complain (“What do you mean I rolled all those dice and did no damage?!”), thoughtful players of these games enjoy the emotional roller-coaster that the system forces them to ride. Firepower is essentially an index of offensive power, and takes into account morale, equipment, low-level commanders, and national temperament.

Fortitude is essentially an index of defensive strength, and takes into
account morale, equipment, low-level commanders, and national temperament.

In DEATH IN THE TRENCHES, Fortitude ratings are a little hard to decipher as they have been abstracted to show vast disparities in unit sizes. But the effect is to make every Division worth “one” on attack and defense, which enormously simplifies Battle mechanics for the player compared with the First Edition. Players should note that while Firepower seems like an “offensive” quality and Fortitude seems like a “defensive” quality, both ratings are used by both sides
in a battle, because Battle is simultaneous. While most games have a simplistic "I attack you all along the front, then you attack me all along the front” system, WESCOM accurately represents the intricate ballet of forces on the battlefield."

 Per the above, I hope that I am seen as a 'thoughtful player'.





 This is from the designers describing their thoughts on each country's relative strength:

"The basic unit of force in the game is the “division,” abbreviated “Div”. The exact size of a Div in the game is a mathematical
abstraction, but conceptually you can think of a Div as equaling approximately this many men: AH 20,000; USA 19,000; Russia 18,000; Italy 17,000; France 16,000; Turkey 15,000; Britain 14,000; Germany 11,000. Those numbers are not trivial! The Battle and logistical systems in Death in the Trenches are driven by Wes Erni’s finely tuned mathematical calculations. For game purposes, for instance, an Austro-Hungarian Division is nearly twice the size
of a German Division. This means that an Austro-Hungarian Division has a Battle advantage over a German Division, if only on account of its enormous size. The effect in the game can seem bizarre at first glance – Austrian units actually perform better on attack than Germans do! This is only because they are so much
larger. The flip side of this, however, is that Austrians are much harder to replace, because their casualty rates are so much higher. While this may feel like the Austrians are hard-to-replace ‘élite’ units while Germans are below-average ‘grunts’, the per capita effect is exactly the opposite. Just be aware that this entire system is extremely counterintuitive and takes some time getting used to. "

 Precisely because the system is so 'counterintuitive' is why I have decided to post the designer's words in full. On the outside this game seems like a cross between Axis and Allies and the old Avalon Hill game 'Guns of August'. While the ideas are simple, they do seem to be completely different than almost any other wargame. Most wargames battles are still based on a CRT and a set of modifiers. In simple games it will only be a few modifiers while in others it will be a list as long as your arm. Having a game based upon how lucky or belligerent a player feels means that you get a game where you can have battles like the Somme or Verdun. The battles can be absolutely brutal as far as casualties go. 

 Another interesting concept from the game is Reserve Divisions. These can be used by the player for:

Strategic Redeployment

Building Armies

Special Event Loss

Destroyed in Battle




 I must admit having been taken in by the look of the game. I was not expecting the game to be anywhere near as deep as it actually is. The game mechanics also help with the counter clutter. You do not feel as if you are a God that is using a tweezer to negotiate the buildings of the Manhattan Skyline. The designers have actually gone with a KISS style to the game. The only thing the player needs to do is to open himself up to new ways of thinking about wargames and their rules. Without, hopefully, beating a dead horse, they are counterintuitive. However, they work and work very well to simulate World War I. The game is listed as being as either one or two players. It is also given high marks for playing in solitaire mode. I can agree wholeheartedly with this assertion.

 Some of the Events are:

Achtung, Panzer - Germany's lumbering clumsy A7V tanks attack. This gives +7 firepower to any German attack in a clear hex.

Bruchmüller - Artillery genius, great for surprise attacks. This gives +30 firepower to any German attack

Strosstruppen - This gives +10 firepower to any German attack.

Foch - At the start of any EP pulse, you may "unflip" one stack of French Armies.

Voie Sacrée - At the start of any EP pulse roll three die. The French may add that many Divisions to Armies in any one hex in France.

Smith-Dorrien - At the start of any EP pulse, you may "unflip" one stack of EP Armies (at least one Army must be British).








 This is the Sequence of Play:

2.1 First Random Events Phase
1. Draw one chit to determine what Random Events occur (see 3.0).
2. Divisions are now added to Reserves/Armies by the Events just drawn (3.1).
3. The EP player may now transfer Fleets from Sea to Sea (8.2).
4. The CP player may now transfer Fleets from Sea to Sea (8.2).
5. Players may now challenge Naval Supremacy (see 8.3).

2.2 CP Logistics Phase
1. Each CP unit in a CP Units Holding Box may be built, or rebuilt, by the CP
Player (5.3). You may leave units in the Holding Box if you choose. Armies built at this time may also be reinforced by attaching Divs from Reserves (as in step #3 below).
2. CP may transfer Divs from one unflipped Army to another unflipped Army of the same nationality within 3 hexes (marching distance).
3. CP may transfer Divisions from Reserves, to unflipped Armies (Rule 6.4). This includes the transfer of Minor Forces (4.3) from the Minor Forces Reserve Box to the map.
4. CP may now transfer Divisions from unflipped Armies, to Reserves (Rule 6.4). This includes the transfer of Minor Forces (4.3) from the map to the Minor Forces Reserve Box.

2.3 EP Logistics Phase
The EP player repeats the preceding steps (2.2), using his own Armies and Divisions. Both Players can do this simultaneously if they trust one another.

2.4 Pulse Phase (see 6.0 and 7.0)
[2.4.1] During the Pulse Phase, play proceeds by a series of alternating pulses, kind of like chess moves. First one player goes, then the other player, and back again, alternating until both sides either have nothing left to move, or don’t want to move anything.
[2.4.2] The player who moves first in the turn is indicated on the Turn-Record Track next to the turn number (CP on Turns 1, 2, and 3; EP on Turn 4, etc.)
[2.4.3] During a Pulse, the player who is moving (“the phasing player”) moves one stack of units as explained in Rule 6.0. If this results in the moving stack entering an enemy-controlled Hex occupied by enemy units, the Battle occurs, as explained in Rule 7.0.
Certain Special Events (3.4) are done during, or instead of, movement.
[2.4.4] A player may also “pass” during his Pulse, and hand the right to move to his opponent. If both players “pass” consecutively, the Pulse Phase ends. (So be careful – don’t give the other Player a chance to end the Turn unless you’re prepared to live with the consequences!)

2.5 Unflipment Phase
1. All Armies on the map which were flipped, now “unflip” and return to printed-side-up.
2. Spend Divisions to Repair forts (8.4).
3. Roll for Armenian Massacres (14.2).
4. Surrender Checks (12.0); check Russian “Hammer and Sickle” cities (13.2).

2.6 Second Random Events Phase
1. Draw again for Events, as in 2.1 (every turn).
2. Divisions are now added to Reserves/Armies by the Events just drawn (3.1).
3. Put all Event Chits back into the cup for use during the next year (Fall turns only: see rule 3.0).
This concludes one turn. The cycle repeats until one player resigns, or Fall, 1918 has ended (see 16.0).

 As you can see, deciding to when to 'Pass' during the Pulse Phase is an important decision on the player's part. 

 Another interesting rule is 'Reds' (Partisans). If any Great Power Surrenders (except Russia), the victor places two Reds Armies in the territory of the surrendered nation. These will be commanded by the opposite player. So, if France surrenders, the Reds would be under the control of the Central Power Player. The Russian Revolution has its own set of rules. 








 Thank you very much Compass Games for letting me review this great addition to World War I games. The most important thing about our hobby is to learn things, at least to me. This game does not really teach you that much history, you should already know all of that. It does make you open your mind to learn a new way of thinking toward playing and understanding wargames. A day without learning something is a day wasted. I have really enjoyed playing this game.

 Please remember that Compass Games Expo is coming up on November 10-14, 2022. This will take place at the beautiful Comfort Inn & Suites in Meriden Ct. I hope to see you there.

 It is also that time of year again. Compass Games yearly sale is in full swing. Please take a look.

Robert

Death in the Trenches: The Great War 1914-1918:

Compass Games:

Compass Games Expo:

  Black Cross Red Star Air War Over the Eastern Front Volume I Operation Barbarossa by Christer Bergström Please see the link below for my r...

Black Cross Red Star Air War Over the Eastern Front: Volume I Operation Barbarossa by Christer Bergström Black Cross Red Star  Air War Over the Eastern Front: Volume I Operation Barbarossa by Christer Bergström

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




 Black Cross Red Star


Air War Over the Eastern Front


Volume I Operation Barbarossa


by


Christer Bergström


Please see the link below for my review of Stalingrad: New Perspectives on an Epic Battle Volume I



 Mr. Bergström has started a new company called Vaktel Books. This company will be publishing new books from him and updated versions of some of his classic books. Lombardy Studios is the distributor for these books in North America. Black Cross Red Star is definitely in the classic category when it comes to books about warfare on the Eastern Front in World War II. This edition is listed as both updated and expanded. So, you can imagine my glee when I was able to get this book into my hot little hands. It seems the first time the book was printed was in 1999. The passing of twenty-two years is more than enough to uncover more information about the campaign.

 This is a blurb about the book from Lombardy Studios:

"The original first volume in the Black Cross * Red Star series began in 1999 and quickly sold out. The new 2021 BC*RS volume one has been updated and expanded – it has more than double the word count and 300+ photos, many from the personal albums of veteran pilots. It is similar in format to Stalingrad with links to film clips of the air war on the Eastern Front plus 6 downloadable maps and a huge downloadable index listing aviation units, pilots and other key personalities. BONUS: 15 color aircraft profiles! (See the Kickstarter banner above for two of these profiles.)"


 Here are some color prints from the series:


The above is a Lend-Lease P-40 (from another volume), and the plane below is a BF-109 F-4

 

Yermolayev Yer-2


 This is a link to a large excerpt from the book:



 These two volumes shown above are already here in the U.S and are available for purchase. There is a Kickstarter campaign for the other books in this series, plus other books. The Kickstarter is only to measure how many of these fine books to import. The cost of international shipping has skyrocketed, as you know, so this is just so Lombardy Studios does not end up with a warehouse full of books.

 Okay, so now onto the book itself. If you already own the first publication, good for you. If you do not have it already, what are you waiting for? I can see that owners of the previous printing might be a little hesitant. So, let us look at the differences:

 The book is now over 380 pages! (It has more than double the word count)

 It comes with 300+ black and white pictures, some of these from the pilots' own collections.

 There are fifteen color aircraft profiles.

 It comes with fourteen QR code videos.

 The downloads that you can receive with the book are absolutely enormous in quantity. 




Stuka Divebombers


Werner Mölders on the left



 As for the book itself, it has long been considered the bible as far as the air war during Operation Barbarossa. The book is large, almost like a coffee table book, and has 384 pages. Most of the pages have a photograph on them. The photographs are all in black and white. There are numerous maps to follow the actual campaign. The book follows Operation Barbarossa from June 22, 1941 until right before the Soviet counterattack before Moscow on December 6, 1941. 

 The author shows us how and why the Germans had almost total air superiority throughout the first few months. He also shows us how quickly the Soviet air service (VVS) was able to bounce back and become a problem to the Germans in the latter months of 1941. 

 There are a total of nine appendices. Some of these are:

Luftwaffe Aircraft Combat Losses on the Eastern front June 22 - December 31, 1941

Luftwaffe Order of Battle, June 21, 1941

VVS Order of Battle, June 21, 1941

The Structure of the Soviet Air Forces in June 1941

The Highest Military Awards (for both countries)



Shturmoviks - These were a large reason for the Soviets' eventual victory


Soviet Airmen



 I mentioned earlier that if you do not already have the original printing of the book, this is an excellent time to add this much needed history to your library. There are also more than enough reasons to buy this new edition. 

 Hitler was correct; the world did hold its breath when the Germans invaded the Soviet Union in 1941. He was also completely wrong about the rotten structure collapsing. The Germans found out once more how resilient the Russian Army could be on the defensive.  With surgical precision, the Luftwaffe de-taloned the Russian eagles. The Soviet Air Force was caught just as asleep as its Army. Even Göring doubted the claims that his Luftwaffe destroyed 2,000 Soviet airplanes on the first days of the campaign. The author shows us that in actuality new information shows it was around 3,000 planes that were destroyed on June 22nd and 23rd. The losses in airframes and pilots were staggering. 

 The book is separated into Parts I - VII and then into chapters. These are some of the chapters of the book:

The Machines

The Men and the Methods

The Greatest of all Air Battles

Stopped at Kiev

The Blitzkrieg is halted

Under the Polar Sun

In the Crimean Skies

Operation "Typhoon": The Most Decisive German Victory

Shturmoviks in Defense of Moscow

 
 To sum it up, the book is both beautifully produced and full of as much information and history that you can handle (and probably then some). Thank you, Lombardy Studios for allowing me to review it. I cannot wait for the further volumes. If you owe yourself a present or for any reason whatsoever, click on the links below and pick it up. You will not be sorry.

 Below are all the links that you need.

Lombardy Studios:

This is the link straight to the Kickstarter for Black Cross Red Star:

The Kickstarter for Mr. Lombardy's new wargame: Streets of Stalingrad, reborn or Streets of Stalingrad IV:

This is my review of 'Stalingrad: New Perspectives on an Epic Battle:

Robert








 

  Attack at Dawn: North Africa by Panzer Division Games  So, as you can see, we are off to North Africa to refight that World War II Campaig...

Attack at Dawn: North Africa by Panzer Division Games Attack at Dawn: North Africa by Panzer Division Games

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




 Attack at Dawn: North Africa


by


Panzer Division Games





 So, as you can see, we are off to North Africa to refight that World War II Campaign. At one time, the history of this campaign really had no draw for me. I think it is because I had no particular interest in Rommel. I was always interested in the Italian forces that fought in the Mediterranean, but not his battles. This has changed in the last several years. I have been exposed to some very good board wargames and books on the subject in those years. Let us see what is under this engine and if I am just looking at a Panzer General clone or not.



  "Attack at Dawn: North Africa is a strategy game set in WW2 North African theatre. It is an operational level wargame which features 3 campaigns and 15 scenarios. It can be played as a real-time, or turn-based (WeGo) game. The game begins with the German troops probing into the Libyan region of Cyrenaica, and finishes either with the total defeat of German-Italian Panzer Armee, or with the British loss of Egypt and their retreat across the Suez Canal.


Development History

Tomislav Čipčić: "Ever since I was 6, I have been fascinated with the North African campaign. The name Tobruk has stuck in my mind ever since. A couple of decades later, I've started a game project with a group of friends.

That project didn't end with the finished game, since we were all young and inexperienced. We've reached for the secret too soon ..

However, after several years and after publishing one successful tabletop wargame - I decided to have another try. The development started in 2018 with a prototype of operation Battleaxe. After that, I decided to go all in with the original idea for the game, that's how the "Attack at Dawn: North Africa" came to be. After several years of development, we have designed a solid, polished and fun game."


Features

Fast and Intensive Gameplay - the game can be played in a real-time, or turn-based (WeGo) mode. That reflects the speed and chaos of the desert mobile warfare. Combine this with the fog of war, and the experience of being in command vehicle of a Panzer Corps comes to life. The game will immerse you in one of the most intensive and nerve-wrecking experiences of the Second World War.

Polished Interface - game map and the units have been designed to be informative and easy to understand. With the ability to zoom out and see the entire battlefield with a glance, the player will have the best possible situational awareness.

Historical - the scenarios have been created after studying the historical orders of battle, and battle histories. Attention was given to the composition of the armies, combat values of individual units and overall authenticity of each scenario.

Large Map - the game features a large map, covering a distance of almost 2000 kilometres – from the bay of Sirte in Libya, to Suez Canal in Egypt. The terrain varies between sea, desert and mountains; wadis and sebkhas; villages, birs and ports. There is one long metallic road – Via Balbia, spanning the whole length of the map. And a handful of well-known desert tracks leading from the road towards the deep Sahara in the south."





 As you can see, you are given all of the battle scenarios from the appearance of the Afrika Korps until the Second Battle of El Alamein. You are also given three campaign choices. These are:

The Full Campaign

The 1941 Campaign

The 1942 Campaign

 There are also fifteen scenarios to choose from. Seeing that you can play them from either side, that gives you thirty different scenarios to play. Because the game has a real campaign built in, some of the scenarios are actually hypothetical. Plus, you also have the scenario editor.





  Panzer Division Games looks to have been working on this game for a long time. The game has many great parts to it that you usually do not see in a Steam wargame, let alone a first game from a developer. It is like PDGs worked like Dr. Frankenstein and added the really good bits from other computer wargames and then stitched them all together. 






 The first thing you will notice about the game is the sheer size of the maps. There are actually three of them of the area of the North African Campaign from 1941- 1942. This gives us electronic generals lots of room to move and fight in. It also is a Godsend to the gamers who will use the scenario editor, but more on that later.





 Usually, when you talk about a wargame you start talking about movement or combat of your cyber units. The old adage 'Amateurs talk strategy. Professionals talk Logistics!' is right at home here. The supply and logistic part of the game is one of the best I have seen on a computer wargame. It goes far beyond: is your unit in supply or not and it will be okay on the next turn, as it then will get magically supplied. You can see the actual amount of time until your next supply and the time that your supply trucks have to make to complete a full circle from your supply source back to the unit. That is one excellent addition to a wargame and a great achievement for the programmers. It also adds to the immersion factor. It makes you feel more like a general rather than a cyber pusher.




 The next thing we will talk about is the myriad of options that you can use with the game as far as aesthetics etc. If you must, you can have your little tanks and infantry, although I do not know why you would want them. I think they distract from the immersion in games. However, that is my own personal opinion. 



Scenario Editor


 So, the Scenario Editor makes the game almost a blank canvas to work with. Panzer Division Games really understood the gamer who wants to tinker with scenarios or just completely start from scratch. It is a much easier Scenario Editor Tool than I am used to working with.


The blank slate that you can work your magic on in the Scenario Editor


  The game is very nice looking (which is an accomplishment for the North African Desert). How exactly does it play? Well, it seems that you also have multiple choices in how you play the game. These are:

Difficulty
 Easier
 Normal
 Harder

Unit View
 Counters
 Models

Hex Darkness
 Hidden
 25% - 100% dark hex lines



Model View


Counter View


 I was very pleasantly surprised by Attack at Dawn: North Africa. Almost invariably wargames that appear on Steam, not ones that are released by wargaming companies and then go to Steam, are beer and pretzel Panzer General wannabees. This game is a deep and well thought out deep wargame. For those of us who play both board and computer wargames, this is really a must buy. Even if you are not really interested in the North African Campaign, this game needs to be in your Steam library. There are so many innovative features in the game that it really needs to be played to see how the sum is so much greater than its parts. I can write until the cows come home, but unless you experience the game play yourself it will not really hit home. Thank you, very much Panzer Division Games, for allowing me to review this coded silicon beauty.



One of the multiple Zoom In modes



Zoomed Out View



 Please check out all of the updates and news that is available from Panzer Division Games:

 Especially take a look at the Scenario Editor Tool.

 Here is a link to their excellent Brotherhood and Unity boardgame:

Attack at Dawn: North Africa, is currently $29.99 US on Steam. It is worth every penny.


Robert

Attack at Dawn: North Africa:
hpssims.com