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 V-SABOTAGE MINIATURE PACK FROM TRITON-NOIR As promised a few days ago, here is  more a gallery tour of the visual and physical delights of ...

V-SABOTAGE: MINIATURE PACK V-SABOTAGE: MINIATURE PACK

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

 V-SABOTAGE

MINIATURE PACK

FROM

TRITON-NOIR
As promised a few days ago, here is more a gallery tour of the visual and physical delights of this latest expansion as the photos mainly speak for themselves.  So does the depth of the box which can better be appreciated from this angle.

Because of its contents including two trays of miniatures, this is not just the largest expansion, but substantially larger than the core game box. Also, because the fact that the heart of this package is the 65 miniatures, I feel I need to quote my original comment on the game in 2017:

"Certainly, the very good quality, circular, cardboard discs that represent the many single-man figures in the game are high on that list.  I had imagined buying and painting some commando figures [of which there are many fine products on the market], but soon decided that I much preferred what you see here."

I confess that I still rate the Commando counters very highly for their size, solidity and vibrant colours, but with what I can show you now I'm not going to be letting these miniatures sit idle in their perfect moulded containers.

This first set contains all your relentless enemies in four different poses, plus 2 alarm units.  I particularly like these models of hand-cranked alarms that immediately have my ears resounding to their imagined wail!

The second container holds five very individualised Commando figures, plus a further five figures representing the Commandos when disguised in German uniforms.  In addition, there are ten models of elite German troops armed with StG44s and three sandbag machine gun nests with separate MG42s.
Also visible in my photo are two good quality cloth bags to hold enemy reserve and equipment reserve and, just about visible, are the red plastic base rings that are attached to a Commando when he/she becomes visible and removed when the Commando returns to stealthy status.
Though the figures are the major draw of this expansion, there is considerably more to the box's contents than plastic.  There's plenty to satisfy my liking for cardboard. There are 54 enemy reinforcement tokens and a double-sided enemy board and, even more to gain my applause, a total of 25 new indoor/outdoor tiles, comprising 15 small, 3 medium sized and a superb 7 large tiles. 

To illustrate just one of the large tiles on its outdoor side, I've included a couple of German soldiers, along with an alarm machine and a machine gun nest.  While the next shot presents two large tiles on their indoor side, plus two of the different German soldier poses and the three types of doors.

And finally, what I hope you've been waiting for, a glimpse of the Commando figures: the first one on the left is in German officer disguise, while the other two are only too obviously undisguised!

Another very impressive large tile helps to provide a dramatic background to two more Commandos facing off against two German troopers.


The last item in the box is the rulebook, though not quite what you might be expecting.  It's a mere 4 pages, of which one page is the front cover and the second page [which really, really does not do justice to what is in this package] shows the contents of the box.


And the final two pages explain how to utilise specific aspects of the figures and tokens.


This Expansion is the icing on the cake with the cherry on the top and will be very, very hard to resist and so, it is with an extra big thanks to Triton-Noir for sending me a copy to review and I hope that my photos have given you an appetite for a more personal acquaintance with this addition.






  Red Strike by Vuca Simulations  This game seems to have flown under my radar (sorry, had to). This is still in preorder so I will let Vuca...

Red Strike by Vuca Simulations Red Strike by Vuca Simulations

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




 Red Strike


by


Vuca Simulations






 This game seems to have flown under my radar (sorry, had to). This is still in preorder so I will let Vuca Simulations do all the talking. 






 "Estimation of included components:


Three map sheets (2x full size, 1x half size)

Numerous Airbase display sheets

One turn track sheet

One deck of ca. 50 cards

Nearly 2.000 counters

Numerous charts and player aids

One rulebook with lots of graphical examples





Red Strike is a game project based very closely on Mark Herman's Gulf/Aegean Strike game system. It is the Cold War turning hot and is about modern warfare (late 80's) on the Battlefield Central Europe.

 It is a simulation of multi-arms synthetic warfare that simulates the European battlefield of the Third World War.





The game scale is operational, counters representing divisions and regiments/brigades although some battalions are included. Complete air, land, and sea orders of battle for several dozen nations allow you to fight each conflict to its unpredictable and often startling conclusion.

The map reaches from the southern parts of Norway to the Alps and from East Germany to the Channel. One hex is 28 km."

 The preorder price is $130 US.

 I am a tremendous fan of every game that I have played from Vuca Simulations. I just bought their '1914 Nach Paris' and will have a write up on that game coming up.





Vuca Simulations:

VUCA simulations - Premium conflict simulations from Europe – VUCASIMS

Red Strike:

Red Strike - 1989 – VUCASIMS


  Point Blank V is for Victory by Lock 'N Load Publishing  "I'm here, I'm here! Let the bells ring out and the banners fly!...

Point Blank V is for Victory by Lock 'N Load Publishing Point Blank V is for Victory by Lock 'N Load Publishing

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




 Point Blank V is for Victory


by


Lock 'N Load Publishing





 "I'm here, I'm here! Let the bells ring out and the banners fly! Feast your eyes on me! It's too good to be true, but I'm here! I'm here!"

(If you do not get the reference, I am sorry for your cloistered childhood)


 The fighting that occurred in western and northern Europe in 1944-1945 has had many games designed around it. D-Day has been especially covered by games at all levels and in all sizes. Point Blank V is for Victory is a new tactical game based upon the Allied and German troops that fought in the entire campaign. The game is meant for either one or two players. It does come with a solo 'bot' if you will. So, when playing it solo you do not have to try and be on both sides of the table. Let us take a look in the box and see if we are stuck in the hedgerows or gunning our tank in open fields.



All of the decks stow away beautifully



  This is from Lock 'N Load Publishing:


"Point Blank is a tactical squad infantry card game set in World War II Europe and is loosely based on the award-winning Lock ‘n Load Tactical game series.  Players do not need not be familiar with any of the Lock ‘n Load Tactical rules to play.  Point Blank is designed by Sean Druelinger and is a game that dares to be different, with new game concepts that give a whole new feel to tactical wargaming. 

 

Point Blank V is for Victory is for two players pitted against each other in situational combat scenarios.  There is also a solo option as well as partnerships in teams of two.  Each scenario presents the players with a unique situation involving squads of men, support weapons, leaders, and individual armored fighting vehicles.  The first game in the series will pit the forces of the USA against Germany just after the landings in Normandy (June 1944) through October 1944. Each player has victory conditions determined by the scenario in which to defend or take objectives, seek and destroy their opponent’s units, or one of many other different scenario objectives.

 

The game is played on an abstract map board made up of terrain cards in the game and managed through a distance system that accounts for the range to targets, line of sight, and defensive attributes. The player has units that start out on the map and gradually work their way towards their objectives by advancing through the battlefield all the while conducting combat actions against their opponent or defending their troops from return fire or whatever hell that awaits them. Players draw cards from a common action deck where they will play actions on their units on the map board. The game is an IGOUGO impulse system and turns are managed when the action deck is exhausted. (Some scenarios may require multiple deck exhaustion to finish the game). Actions in the game consist of Fire, Move, Assault, Rally, etc. The action cards contain dice icons on them to determine random results.


One of the unique features of the game is that it contains a deck of terrain cards that are not part of the action deck. As players change terrain they will draw a terrain card in which their moving units will occupy. Some action cards such as Recon helps players manage what terrain they occupy but your opponent may have other plans for your moving troops during their turn.  Two players can play a game in about an hour (depending on the scenario size) and if you cannot find an opponent then try the game solo system. 

 

Point Blank system has been called innovated, realistic, and yet extremely playable, and with solitaire play, and two-player options available we expect you will too."


 

Playing 'map' or mat for the cards


 The box that was delivered to me was a very heavy one. I knew enough about the game to know it did not come with mounted maps, so I was wondering why the heft? Well, it turned out to be the cards. You see, I believe there are almost 900 cards that come with the game. 

 Sean Druelinger, the designer, had done a write up for AWNT a bit ago about the game and himself. He is also the designer for Lock 'N Load's Tactical Series of games. According to him Point Blank is based on that series and the old Avalon Hill game 'Up Front'. I had seen things about Up Front down through the years, but I was not interested at all. At the time I was a very snobbish grognard and was only interested in hexes and hefty rulebooks. I would not play an area movement game, and the thought of cards being added to a hex wargame was an abomination in my eyes. Block games were another genre that would put my teeth on edge. I have now seen the light of these newfangled additions to my beloved hobby. However, this takes it one step further. You do not even need to use the map/mat at all. I believe I have done two different aircraft games that were just cards, but there was no terrain etc. In Point Blank everything is based upon the cards. So, let us see about this strange new animal (at least to me).



There are a lot more cards there than you probably think.




  This is what comes with the game:

119 x Mini Cards

698 x Poker Cards

1 x 32" x 38" Two Piece Map

1 x Core Rules Manual

1 x Scenario and Module Rules Manual 

9 x Double Sided 8.5" x 11" Player Aids

2 x Counter Sheets With Over 160 Counters

2 x 16mm Dice

Executive Producer:

David Heath

Game Design and Development:

Sean Druelinger

Game Art:

Shayne Logan



Some Cards



 This is the Sequence of Play:

1. Select a Scenario
2. Determine Sides
3. Layout the Battlefield
4. Deploy units
5. Draw Action Cards


2.2.2 Game Phases

1. Upkeep Phase – The phasing player
conducts upkeep tasks.

2. Impulse Phase – The phasing player
may conduct an action. There are
situations that allow more than one
action to occur from the play of a
card that includes multiple actions
or through the execution of a leader’s
Spend action (see Leaders 2.11).
Once a player completes his impulse
play passes to his opponent.

3. Turn End Phase – Check to see if the
Action Card deck has been exhausted.
If so, follow the turn end procedures
before impulse play begins
again.

4. Victory Conditions Check – Check
to see if you have won the scenario
before impulse play begins again.



Terrain Card




 We will start out discussing the cards that come with the game. As mentioned, there are nearly 700 of the larger cards in six decks. The information needed to play on the cards is huge. These cards will have all your men and larger military equipment, such as: tanks, squads, anti-tank guns etc. They feel just like playing cards do. Then there are 119 mini cards. These encompass commanders, machine guns, PIATs, med kits etc. Even though these are smaller, the information on them is just as large as on the larger cards. Both sets of cards have a very nicely done picture of whatever they represent on them. They look like little portraits, especially the faces. The two-piece map is also well done. It is really only a background with muted colors, but it works well with the cards. It is large at 32" x 38" but if you have been a wargamer for any length of time you will have a table that can accommodate it. The counters are used for bookkeeping etc. You can also use the counters on the cards instead of using the map. These, like the rest of the game, are oversized and very easy to read. The coloring and design of them are up to the par of all the other components. The Core Rules Manual is ninety-four pages long. However, the type size is also huge (Do you see a pattern here?).  The rules go to page seventy-one with the rest being a breakdown of each terrain card and then the Solo Rules. The Scenario and Module Rules Manual comes with twenty scenarios and there is a section on building your own scenarios. At the end of the scenarios are the Campaign Game Rules. Both of the Manuals are in full color and made of glossy paper. There are five Player Aids that are made of hard stock, and they are double-sided. These are also in large type like the rest of the components. These give all the information for playing the game that you would need without having to look through the manual. The next four Players Aids are for playing the game Solo. These rules are done with an easy-to-follow flow chart method. These are also made of hard stock and in full color. 



Some of the Counters



 The cards represent everything you would find on a battlefield in norther Europe during WWII. The Allied cards represent both the U.S. and British and Commonwealth militaries. Here are some examples:

Germans - Marder I, Stug IIIG, Tiger, Panther, truck, halftrack, 75mm anti-tank gun, SS, Heer, and Luftwaffe troops.

Allied - M36, M20, Parachute Squad, Infantry Squads and Half-Squads, Sherman Firefly, Otter, and even a Tetrarch!

The smaller cards show - Satchel Charges, Radios, MG 42, Flame Throwers, and a slew of Commanders.



Mini Card Commanders



 So, you might be thinking: Is this game a behemoth in both size and rules? To be honest, you do need some table space for the game. In actuality it is an easy to play game, at least once you have the rules set in your head. Lock 'N Load says that most scenarios will take about an hour to play. Except for my first couple of dry runs, this seems to be about right. Playing Solo takes a bit longer, but it does in any game that has solo rules built in. The flow chart method for Solo Play does make it a lot easier to follow and play. I think that Solo Play should be included in most games. That way you can play your favorite game of the hour without having to round up a friend or more to play it. 

 As I mentioned. I have never played Up Front nor really ever had an itch to. Many people have compared Point Blank V is for Victory to Up Front and say it is the Up Front for the 21st century. If Up Front was anywhere near as fun to play as Point Blank, I am sorry that my rigidness stopped me from playing it. 

 I was at first a little put off by not being able to know the terrain in in front and around me. Then I put myself into the mindset of a Squad Leader at the time and it really made sense. You know your objective, at least most of the time, and you know what direction it is on your compass. Often that is about the amount of information you would be given. Oh, you know what could be out there between you and it, but you are only guessing. Unless you are extremely lucky you will not know what enemy force is out there until they open fire. Point Blank brings that guessing and Fog of War front and center. This is not a card game of tactical warfare in WWII. It is a tactical wargame that uses cards for play. There is a large difference. Remember that Point Blank uses a lot of the designer's Lock 'N Load Tactical Series as its bones. 

 The scenarios all have their own victory conditions. Many times, it is taking control of and holding a specific terrain piece. The turns all revolve around the Action Card deck. When the last Action Card has been played that is the end of that turn. The scenarios run from two, three, and four turns. So, for each turn you would have to use up all of the Action Cards. If you are not used to Lock 'N Load's Tactical Series games, you will have a bit of a learning curve. If you have played any of them the curve will be pretty short. It is not a difficult game to learn. That is, if you can get the idea of the Lines of Sight and movement and transpose that knowledge to the cards laid out on the table. I have played many of Lock 'N Load's Tactical Series games. However, I did have a problem in the beginning but not because of the rules. It was my own brain that was not getting it. Once I talked myself into the fact that the cards were the same thing as counters on a hex map, things went much smoother. I believe this was certainly a case of an old dog trying to learn new tricks.

 The game is big in components, and they are also visually striking. The muted colors of even the Rulebook pages gives a real sense of being in the rain, fog, and mud of a real battlefield. The visuals only help with the players immersion. Because the Rulebook is so large in size of type the rules themselves are not that long or hard to learn. There is no need of any die because the Action Cards have die values right on them on in the upper right hand. Yes, luck does have a place in playing the game. However, in any battle of whatever size, there is always some amount of luck. As von Clausewitz wrote:

 "The great philosopher of war, Karl von Clausewitz, coined the term: "Friction," he wrote, is "the concept that differentiates actual war from war on paper," those surprising things that happen during wartime that make “even the simplest thing difficult."




More Terrain Cards




 Thank you Lock 'N Load for letting me take this Maserati out for a test drive. I am now fully convinced that a ground wargame can be played with just cards. Not only that but said game can be totally engrossing for the player. It also helps that the manufacture of the cards etc. are of such a high quality. Great Game, Lock 'N Load. Keep up the good work. 





 
Robert


Lock 'N Load Publishing:


Point Blank V is for Victory:














V-SABOTAGE:GHOST EXPANSION   from TRITON NOIR If this series is new to you, I'd strongly recommend a read of my earlier review of the co...

V-SABOTAGE: GHOST EXPANSION V-SABOTAGE: GHOST EXPANSION

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

V-SABOTAGE:GHOST EXPANSION 
from
TRITON NOIR
If this series is new to you, I'd strongly recommend a read of my earlier review of the core game, V-Commandos [note, too, the change of name to V-Sabotage] to understand the basics on which all subsequent expansions build.  It goes without saying that the core game is essential for the play of any expansion, including this one.

So, what does this latest expansion add.  Well, once more, quite a lot!  More cards, more tokens, more commando operatives, more terrain tiles, more missions, more dice and more rules.  For once, I'm going to start with the rules, as I think these are the most cogent reason for buying this expansion.  Why?  Because they offer three modes for playing: XP Mode, Lone Wolf Mode and Campaign Mode. 
XP MODE
This allows your commandos to gain new abilities [XP = experience].  These are provided in the form of two decks of Experience cards.  As you complete 1 objective of a Level card, one of your commandos draws a card from each deck and keeps one of them.  Apart from the cards, another new component are 18 double-sided commando display sheets. Each commando can possess only a maximum of 3 cards, but can always draw two new ones, choose one and discard one of the those already on his/her display sheet.  A neat counterbalance to the benefits of XP Mode is that you also randomly draw a Danger Token - definitely not a benefit!
I don't think most of you will find it too difficult to know which film and actor influenced this Commando Display Sheet! [Just in case, the answer is at the end of my review*].
If you're playing cooperatively, you will need to decide an acceptable method for deciding whose Commando gets to draw and keep the card.  Randomly with the roll of a die is one obvious solution, the Commando whose action actually completes the objective is another, though this may affect game play and introduce a note of competition.  I'd never really contemplated this before, as I'd always seen cooperative play as involving the players spending some time discussing how they would proceed.
LONE WOLF MODE
As I often play solitaire, running two or three Commandos, those new Commando Display Sheets are a nice addition for keeping track of items.  However, Lone Wolf provides just my cup of tea... all you are allowed is one Commando [plus, if you wish, a trusty dog called Gander!] for the mission, whether it be a single level, an operation or a campaign.  

One trusty dog, as mentioned!

What to do is covered, whether you're playing with the core box or one of the previous two expansions and you must always incorporate XP mode rules.  Do I need to say that this part of the expansion is definitely for the experienced player!
Even better, among the several new Operations, one is a special Operation, entitled Operation One-Eyed Ghost from which the expansion gets its name.


Based as always on an historical background, there is an excellent one-page outline of the war time career of Leo Major, whose story steps straight out of any book entitled Amazing Tales! Enjoy, if you dare.  Too tough for your liking, well you can always add in some extra commandos for back up.

CAMPAIGN MODE
This really is very simply the sequencing of several Operations, making sure that you maintain the same number of commandos and accumulating all that you acquire as you move from Operation to Operation.  In itself nothing greatly original in the idea, until combined with the final section of this Expansion's rule book: Challenges and Medals.
The Challenges are divided into six categories: Combat, Equipment, Game Modifiers, Levels & Operations, Commandos and finally Stealth.  Each Challenge successfully completed has an accompanying number.  These are ticked off on the Medals chart working your way up from King's Recommendation for Brave Conduct to the ultimate Victoria Cross.  There is even a set of stickers to apply as you gain a medal!  And if you don't want to spoil your rule book, you can always download a copy of the medals page from Triton-Noir's site and, in case one sticker set of medals isn't enough, the game provides three.  


It's these little touches of completion and thought for gamers that I really like about Triton-Noir's production levels.  It goes without saying that every aspect of this Expansion adheres to the first-class production quality of the original core game.  The striking monochromatic artwork is reflected in the pairs of new Operation cards, Level cards, Event cards and XP cards.  


The many new tokens are as large, solid and colourful as ever, especially those for the Bonus Commandos and SS Enemies.  Similarly, the additional double-sided tiles for creating the terrain for the Levels are top notch; especially this large tank one below.



.... and if this Expansion isn't enough for you, just wait for my next review featuring the next addition to the series - Expansion: Miniatures Pack!

As always, a big thank you to all at Triton-Noir for providing this review copy.
-------------------------

*Commando Display Answer: Clint Eastwood in Where Eagles Dare
 
And just in case, you need more cinematic reminders of that excellent film, one of the new Level cards just happens to be ... 
the Cable-Car!

  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

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 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

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