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  The Hill of Death: Champion Hill by Tiny Battle Publishing  I will be the first to admit that I knew very little about the campaign to tak...

The Hill of Death: Champion Hill by Tiny Battle Publishing The Hill of Death: Champion Hill by Tiny Battle Publishing

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




 The Hill of Death: Champion Hill


by


Tiny Battle Publishing







 I will be the first to admit that I knew very little about the campaign to take Vicksburg and some other events in the Western Theater of the American Civil War. So, I did what every other red blooded grognard would do and I read up on it. For me, wargaming is as much about the playing of the game as it is in learning about the history of what is depicted.  Rather than me just spouting off some history that I just assimilated I will leave it to the master, Hermann Luttmann, to describe the history and the game.


"The Hill of Death is the first game in the new "Shattered Union" American Civil War series by Tiny Battle Publishing. The series is designed to be accessible and fast-playing, suitable for gamers of any experience level. It is based firmly within the core design philosophy of the Blind Swords and Black Swan systems, but will focus on more obscure or over-looked battles and campaigns, including some fictional "what if" battles that could have occurred during the war. The entire series is governed by one relatively simple set of standard Series Rules, which are altered in each game by a few Game Module specific rules.


The Hill of Death is the first Game Module in the Shattered Union series and covers the entire Battle of Champion Hill. This critical engagement was fought just outside of Vicksburg, Mississippi on May 16th ,1863, between the Union Army of the Tennessee (under Major General Ulysses S. Grant) and the Confederate Army of Vicksburg (under Lieutenant General John C. Pemberton). Grant successfully landed his Union army on the shores of the Mississippi River and quickly advanced inland towards the Mississippi state capital of Jackson. General Joseph E. Johnston’s Confederate force made only a token effort at defending the city and then Johnston instructed Pemberton to sally forth from the Vicksburg fortress and attack Grant’s line of supply. On the morning of May 16th, Pemberton’s Army of Vicksburg was in route to fulfilling that mission when it received new orders from Johnston to turn around and join him near the town of Clinton. Pemberton hesitated and as he contemplated his next move, Grant about-faced the Union army. Leaving most of Sherman’s Corps to hold Jackson, he began a determined advance against Vicksburg and Pemberton’s strung out and confused Rebel army. The Battle of Champion Hill was underway, and the fate of Vicksburg hung in the balance."


 This is what comes with the game:

1 – 17" x 22" Map

189 – Counters

45 – Cards

1 – Player Aid

1 – Series Rulebook

1 – Game Module Rulebook

5 – Six-Sided Dice (Red, White, Black, Blue and Gray)






 So, Mr. Luttmann has developed a third rule set of games for American Civil War Battles. This can only be a good thing for us grognards (Along with being a terrible thing for our wives and wallets. Come to think of it, someone should use wives and wallets somehow in a game or company title. Maybe even a gaming convention named 'Wallets sans Wives') 


 If you did not know, Tiny Battle Publishing is the little brother of 'Flying Pig Games'. To illustrate the difference just look at A Most Fearful Sacrifice and this game next to each other. Unlike David and Goliath you do not have to pick a side with these two. With Tiny Battles games you get the best of both worlds: great games with a very small footprint and quick play. You do not have to build on an addition to your house and buy a regulation pool table to set up your copy of A Most Fearful Sacrifice.








 The map is smaller than usual for most games at 17" x 22". However, this is to be expected from a company named Tiny Battles. It looks even smaller because the hexes are one inch wide. So, there is no trouble with cardboard clutter. The map is very well done and very easy on the eyes. It is one of those maps that you would like to copy and put on your wall. As you can see, it is easy to see what terrain each hex is made of. The addition of the names of the different families and their dwellings is a nice touch. It also helps to use the map to follow along with books about the battle. The counters are large at 3/4". They are extremely easy to read, and you can eschew your magnifying glass when playing. The colors are the standard blue and butternut for the Union and Confederate units. The game comes with one large 11" x 17" double sided Player Aid. It is in full color and made from hard stock and laminated. It really reminds me of a restaurant menu in size, color, and the type size. One side has all of the tables needed for the game. The other side has the Sequence of Play etc. on it. Like most games in a series there are two different Rulebooks: one for the series and another for rules that will only apply to the game itself. The Series Rulebook is fifteen pages long. It is made of your normal rulebook paper and is in full color. The type is a bit small but still readable. There is an index included on the first page. The game Rulebook is only eleven pages long with the last page of the Rulebook being another copy of the tables used in the game. The rules take up only five and a half pages. After the rules come the setup and Victory Conditions for the two scenarios. This is followed by a write up about the Optional Units that both sides can add to the game. The game comes with forty-five cards. These are the normal game size cards, but they do seem to be a little sturdier than most. There are Event Cards and Formation Activation Cards. The Formation Activation Cards come with a black and white picture of the units' General or CIC. The components as a whole are as good as you would see on more of the 'larger' games in our hobby.







 This is the Sequence of Play:


1. Game Turn Marker Phase

2. Command Decision Phase

3. Held Formation/CIC Activation Card Phase

4. Activation Phase

  a. Draw Activation Card Step
  
  b. Immediate Event and Wild Card Step

  c. Formation Activation/CIC Card Step

  d. Fire Combat Step

  e. Movement Step

  f. Close Combat Step

  g. Regroup Step

  h. End Activation Step

5. End Phase

  a. Held Event Card Step

  b. Rest and Victory Point Step



 So, what we have here is a new subset of Mr. Luttmann's rules that are a bit streamlined for smaller battles. For those of us who wanted to have the battles of the American Civil War that did not make the 'A' list- Antietam, Chickamauga etc. this is a bit of a Godsend. Champion Hill probably influenced the ending of the Civil War as much or more than any of the much larger battles. 


 How does the game play? Fast and furious, as the designer intended. The footprint of the game and play time are both on the small side. The game is listed as taking two hours to play. From my experience that seems just about right. Of course, it helps if you have played some of his other designs. Naturally, two newbies to the systems are going to take longer on at least their first playthrough.  The game includes rules and counters of the Confederate Army Supply Wagons. As the Confederate player it behooves you to keep them safe. The rules also include some Optional Units for both sides that could have been present at the battle. I would say to get a least a game or two under your belt until you dabble with these 'what ifs'. The game system, like Mr. Luttmann's others, replaces a chit pull or die roll with cards for unit activation etc. So, he has been able to add many different actions that the player would not have if he just pulled a chit that activated x units. It adds a whole new layer to the 'friction' of board wargames.





 One thing about the Tiny Battle games is that if you are so inclined you can buy a PDF of the game and print everything out yourself at a substantial saving. My very few efforts at this have been underwhelming, to say the least. However, I have seen some people who have done it perfectly. Thank you, Tiny Battle Publishing, for allowing me to review another great game from Mr. Luttmann. It plays quickly but is still pretty deep. It also plays well within the bounds of historical accuracy.

Robert

Tiny Battle Publishing:

The Hill of Death: Champion Hill:

A review of The Devil's to pay: The first day of Gettysburg:

A review of Cruel Morning Shiloh 1862:


'85 Afghanistan: Graveyard of Empires  by Flying Pig Games  The aeronautical porcine is at it once again. This time they take us to Afgh...

'85 Afghanistan: Graveyard of Empires - A Squad Battles Game by Flying Pig Games '85 Afghanistan: Graveyard of Empires - A Squad Battles Game by Flying Pig Games

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



'85 Afghanistan: Graveyard of Empires 


by


Flying Pig Games






 The aeronautical porcine is at it once again. This time they take us to Afghanistan in the 1980s. This is when the USSR tried their hand at pacifying that country. For Russia to have control of Afghanistan had long been a part of their strategy. England and Russia played the 'Great Game' for it during the 19th century. Now the USSR tries to see if they can do better than the Tsars. This is the second game in their Squad Battle Series. The first was '65 Squad Level Combat in Vietnam, which has earned some very deserved kudos from the wargaming public.



  This game is on Kickstarter right now. It has already almost doubled the first pledge hurdle. Now it is working on its stretch goals.




 "’85 Graveyard of Empires is the second game in the Squad Battles series. Building on the mechanics introduced in ’65 Squad Battles in the Jungles of Vietnam, Graveyard of Empires (GoE) features squad-level battles between the Afghan Mujahideen and Soviet Red Army in a card-driven, hex and counter game."




  "GOE introduces card-activated events, immersive helicopter rules, more tactical decisions, new powers and abilities, and of course beautiful counter and game board art. The counters are 1” or larger (for the vehicles) and the game board hexes are huge. Included are counters for Mujahideen RPG and RPD teams, rifle squads and heroes, as well as captured T-55 and BMP armored fighting vehicles. The Soviets respond with Spetsnaz, line rifle squads, heroes, Hind-24 attack helicopters and several types of AFVs, such T-55, T-62 tanks, BMPs, BTRs, and more."






 To add to the game, you can also buy an add-on that allows you to play solitaire.




 "Alone in the Mountains is a solitaire expansion for '85 Graveyard of Empires. Utilizing an updated version of the same solitaire system used in Night of Man and '65 Squad Battles in the Jungle of Vietnam, Alone in the Mountains comes complete with a full sheet of counters, a new map, rules, solitaire action cards, and 6 solitaire scenarios for Graveyard of Empires. All that for only $45."


 The soaring swine have some of the largest and beautifully made games in the wargaming world. I urge you to take a look at this and all the others they have to offer.


Robert


'85 Afghanistan: Graveyard of Empires -A Squad Battles Game by Mark H. Walker — Kickstarter

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

Old School Tactical | Flying Pig Games

Bohemund of Taranto Crusader and Conqueror by Georgios Theotokis   This is a very informative book on not only the man himself, but also the...

Bohemond of Taranto: Crusader and Conqueror by Georgios Theotokis  Bohemond of Taranto: Crusader and Conqueror by Georgios Theotokis

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



Bohemund of Taranto


Crusader and Conqueror


by


Georgios Theotokis 






 This is a very informative book on not only the man himself, but also the age he lived in. As far as the man, we do not have many books at all about him in any language. So, this volume is more than welcome.


 The book is filled with information that is not known to many. For example: his birth name was actually Mark. Because of his size at birth, he was given the sobriquet of 'Buamundus Gigas' the name (Gigas means giant) of a mythical giant whose story is lost in the ravages of time, according to the author. He was of Norman extraction (Normannorum being the Latin term for Northmen). Many of the later generations of Normans had sailed for the new and different world of Sicily and Southern Italy. His size had continued to grow apace of his contemporaries, so it was quite easy to pick him out in a medieval crowd. 


 The author goes into great detail of how the Normans ended up in these sunny Mediterranean lands. The book continues with Bohemond's family and how his famous father Robert Guiscard had divorced Bohemund's mother when he was just a child. Even though this made Bohemund technically a 'bastard' it does not seem to have lessened his worth at his father's court. 


 The largest part of the book is dedicated to his different dealings with and invasions of the Byzantine Empire. This may surprise some people because of the large role that he played in the First Crusade. You would think that the Byzantines would want him as far away as possible from their lands, instead of letting him march an army close to their capitol. The author describes in detail what happened during the First Crusade and how in the first years Bohemond's military astuteness was one of the main reasons that the crusaders were successful.


 Most of what we know about him was written down by a Byzantine princess named Anna Komnena. She was the first born of Alexios I Komnenos, the Byzantine Emperor. She does let her venom come through toward him at times. At other times it is plain that she begrudgingly admired him. 


 The author has done a fine job of showing the reader the life of this truly giant man. Thank you, Casemate Publishers, for letting me review this very informative book and shining the light on Bohemond's life. His life and adventures would match or surpass any of his Viking forebearers.


Robert

Book: Bohemond of Taranto: Crusader and Conqueror 

Author: Georgios Theotokis

Publisher : Pen & Sword

Distributor: Casemate Publishers

  Guadalcanal: The Battle for Henderson Field, 1942 - 1943 by War Diary Publications  "Starvation Island", "Island of Death&q...

Guadalcanal: The Battle for Henderson Field, 1942 - 1943 by War Diary Publications Guadalcanal: The Battle for Henderson Field, 1942 - 1943 by War Diary Publications

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





 Guadalcanal: The Battle for Henderson Field, 1942 - 1943


by


War Diary Publications







 "Starvation Island", "Island of Death", or simply hell were among its many epithets. As bad as the conditions were for the American Marines/Soldiers, unbelievably the Japanese had it worse. The Japanese were forced to resort to cannibalism during the end of the battle for the island. Most everything rusted and your clothes would rot while you were wearing them. Contrary to some reports, the Japanese were not highly trained and acclimated to fighting in the jungles of the South Pacific. It was as much a shock to them as it was to the American forces that were on the island. Even being on the troopships before seeing the island was a misery. This is where our wargaming takes us with this game.

 The game was designed by Mike Nagel, and he also did the art, using the 1966 release of Guadalcanal from Avalon Hill Game Company as a template. It was not really taken up by the wargaming community as many of the Avalon Hill games were. In fact, I had played and knew about almost all of Avalon Hill's games and had never seen or heard about this one until reading about this game. 



What comes in the box



 This is from the publisher:

"Deluxe Guadalcanal: The Battle for Henderson Field is a grand tactical game on the efforts of the U.S. Marine Corps and U.S. Army to capture and hold the island of Guadalcanal during the beginning of the island-hopping campaign to push back the Japanese empire.
Errors in strategy and logistics at large made this effort extremely difficult for the Marines, as they held on to the island in the face of Japanese onslaught with dwindling supplies.
Players experience huge swings of fortune from one side to the other and back again as the battle for the island unfolds. Critical to the efforts of both sides is the capture and holding of Henderson Field, an air strip whose control dictates air superiority and the ability to land supplies and much needed reinforcements.

The game includes a huge 17” by 55” map, provided in easily printed letter- and tabloid-sized sheets (8.5x11” and 11x17” respectively, this is for the Print-N-Play form of the game), that covers the northern extents of the island. Combat units are mostly battalions, with a smattering of regiments and companies, representing infantry, armor, and artillery. There are also specialized units such as engineers and LVTs that aid in the maintenance or destruction of Henderson Field as well as movement across the difficult jungle terrain.

The basis for Deluxe Guadalcanal is the original Guadalcanal game published by The Avalon Hill Game Company in 1966. The project began as an effort to create an updated version of the original game’s map, providing some tweaks here and there for accuracy or playability. Once completed, it was not that much of an effort to also create a new, colorful set of counters (including new informational markers) that simplifies play. It was then a short, additional step to rewrite the rules in a manner that incorporates some of the “advanced” rules, some new rules and mechanics, and known errata to create a new, cohesive rules set of under twelve pages."



The Map in all its glory


 This is the component list:

352 laser-cut counters

2 19" x 27" full-color map sheets

2 player aid cards

9 special event cards

16-page rulebook

6-sided die



Close-up of the map and the tables and turn track


 
 The map is pretty big. Because of the actual terrain, it will never be thought of as a piece of art. However, it shows the island's topography as it actually was. It is a long and relatively thin map, although most gamers will have a place where it will fit. The Rulebook is in full color and is made of glossy paper. It is only sixteen pages long but has a good number of play examples. The type used in the Rulebook is nice and large and very easy to read. The game comes with two players aid cards that are on glossy hard stock. These have all the tables and the Sequence of Play on them. There is also a glossy hard stock one-sided sheet for the Optional Reinforcements Setup Chart. The counters are big and have the usual NATO, or what we have come to call NATO, markings. They are very easy to read and really pop out against the map. The cards are sturdy if a bit plain. They have a picture from the box on one side and the event side is really just type. However, matching the rest of the components, the type is nice and large.






 Sequence of Play:

Random Event

U.S. Victory Points

U.S. Naval Bombardment

U.S. Reinforcements

U.S. Artillery Supply

Guerilla Action (only the U.S. player)

U.S. Movement

Japanese Artillery Fire

U.S. Artillery Fire

U.S. Combat

Japanese Random Event

Japanese Victory Points

Japanese Naval Bombardment

Japanese Reinforcements

Japanese Artillery Supply

Japanese Movement

U.S. Artillery Fire

Japanese Artillery Fire



 I think the game is a very good one and is quite a testament to its original forefather. This is what was said about its first iteration:

"Although innovative in many ways, GUADALCANAL was a failure as a design and as a seller. The huge mapboard was virtually wasted as 95% of the action took place on 20% of the mapboard. GUADALCANAL was discontinued after having sold only 27,000 copies. Its failure left AH with the impression that the Japanese were poor “box office” subject matter for years to come."

 I think most wargaming companies today would jump for joy if they sold 27,000 copies of a game. The designer has added victory points for controlling the different village places on the map. This means that the whole map is really now in play. The game still has Henderson Field as its focal point. The whole reason both forces were in this jungle hell was the airfield. The original was also labelled 'very complex' by Avalon Hill. I think the game now is much closer to a medium complexity. This is even with the bells and whistles that the designer has added. The game play is still largely based upon each side's reinforcement schedule. Both players are also compelled, just as in reality, to deal with the lack or surplus of artillery supply. The naval war is abstracted. The air war and forces are not explicitly mentioned, but I believe those forces are added into the different sides' artillery strength. The rules also allow Japanese units to go into Stealth Movement. They can remain in that mode for three turns maximum. For each turn they remain hidden, and not detected by U.S. forces, they get to multiply their movement points. So, if a Japanese unit has been in Stealth Movement for two turns, they would multiply their movement points by two. When moving they can only move into jungle hexes and each of those cost four movement points. There is an optional rule to allow U.S. units to also use Stealth Movement.


 Thank you very much War Diary Magazine for allowing me to review their first published wargame. One can only hope that the endeavor is crowned with glory, and they publish many more.

  

  These are the two latest volumes of War Diary Magazine:




CURRENT ISSUE:  Number 21

MEETING TRIUMPH AND DISASTER:  The Italian Campaigns in East Africa and Greece by Paul Comben

THE FALL OF CRETE:  The Games by Andrew McGee

CRETE:  The Battle by John Burtt

GUADALCANAL:  Updating a Classic by Michael Nagel

ROADS TO LENINGRAD AND MOSCOW:  Con-Z House Rules by Clair Conzelman

THE ITALIAN ARMY IN THE RUSSIAN CAMPAIGN by Patrick Cloutier

FRONT TOWARD THE ENEMY:  A Review by Arrigo Velicoga

PASS IN REVIEW:  Capsule Reviews by John Burtt and Hans Korting



The Coming Issue:
THE RUSSIAN CAMPAIGN vs. RUSSIA BESIEGED by Art Lupinacci


Robert

War Diary Magazine:

Guadalcanal: The Battle for Henderson Field, 1942 - 1943:

 SONG FOR WAR FROM INVICTA REX GAMES Look out for this new simulation on the whole of the Mediterranean conflict in WWII - the first game la...

SONG FOR WAR SONG FOR WAR

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

 SONG FOR WAR
FROM
INVICTA REX GAMES


Look out for this new simulation on the whole of the Mediterranean conflict in WWII - the first game launched by a new company, Invicta Rex Games.

Look out too for a special review exploring this stunning project here on A Wargamers Needful Things next month.

  SGS PACIFIC D-DAY and SGS OKINAWA from STRATEGY GAME STUDIO Strategy Game Studio have a long legacy of successful games which for me repli...

SGS PACIFIC D-DAY SGS PACIFIC D-DAY

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

 

SGS PACIFIC D-DAY

and

SGS OKINAWA




from


STRATEGY GAME STUDIO


Strategy Game Studio have a long legacy of successful games which for me replicate everything I want in a board wargame. The majority, though not all, cover WWII.  So, it is with great thanks to Avalon Digital for giving me the opportunity to review their latest two games. This duo takes us to the island hopping battles of the Pacific.

My focus will be mainly on Pacific D-Day because this offers a magnificent five island battles.  In historical order they are:
Tarawa       November 1943
Saipan        June 1944
Tinian        July 1944
Peleliu       September 1944
Iwo Jima   February 1945
Several of these battles I'd already directly experienced on my gaming table in the tried and trusted  hex and counter form of Decision Games D-Day At ... series, which covers all but the battle for Tinian.  I was very aware of the Death Ride Series too covering at least one of the island landings, Tarawa, and in ways that take detail [and cost!] to astronomical levels.
I was intrigued to find out what SGS's approach would be. Like many of their previous games, the maps are area-based ones and for these operational battles that choice seems both obvious and ideal.  In particular, it makes the games very playable without sacrificing all the elements I want and expect in these situations. The combination of land, sea and air that WII Pacific actions involve is a great draw.  However, being invasions, the sea and air elements are more stylised with two boxes, one for US Carriers and one for US Battleships.  So, as must be expected, no searching for the enemy's fleets or battles between them.
Instead, each invasion will reflect its historical nature of American troops making beach landings supported by gunnery fire from the battleships and aircraft strikes from the carriers.  



A typical opening screen shot from the first conflict -
the landing on Tarawa.

Though this may sound like a recipe for repetition, there is plenty of variation to keep you engaged, as I was to discover!
Before considering this aspect of the package, however, it's important to look at the game system and sequence of play.  There is a fairly extensive rules section that you can refer to, but as this is largely generic rather than covering specific elements of the rules particular to these conflicts, I found little reason to turn to it at any point.  I say this with great appreciation after the experience several years ago of a 50+ page online rule book that needed far too much reference to to make sense of what I should be doing.
My first victory on Tinian
[still haven't figured out what 15% refers to!]

For the absolute beginner, the five short video tutorials should be more than enough to get started and, though an infrequent player of computer wargames, I launched in quite successfully without reference to them.  In fact, it was only later that I checked them for purposes of this review. They cover in order:
[1] Region Inspection
This is more useful than it sounds, as it covers not just the physical terrain along with such things as stacking, but also how to examine units and structures [e.g. bunkers].  Much of the time this knowledge won't add significantly to your play, but at key moments, such as preparing for a major battle it can be worth exploring the extra information.
[2] Air Movement and Rebase
Possibly the most useful, especially for the novice, though a few turns should see you dividing your planes and naval artillery into potent groups and sending them to their targets smoothly and efficiently.
[3] Land Movement and stack splitting
This is mainly helpful in making you quickly effective in splitting up large groups.  Playing the game, however, is best for discovering which units can't venture into some types of terrain or without other types of unit accompanying them.
[4] Stacking is as functional and obvious as in most war games whether digital or manual.  Moving your units will quickly teach you the fairly obvious facts about the limitations of infantry only moving into mountainous terrain in small numbers!
[5] Battle
The is the longest of what are all short and succinct learning videos and much of what you learn will be fairly obvious on playing your first battle.
So let's launch into a typical game turn. I'll focus on playing as the US player, though the option is there to play either side.  It's just that my limited forays into being the defending Japanese player have largely been monumental failures.  The computer A.I. does a far better job than I've been able to muster when trying the Japanese side..

Here's me getting an early trouncinging as the Japanese!

Each battle opens with a Turn 0 when both sides get a selection of cards to choose from; one of them is always the Historical set up and that has been my standard preferred choice.  Other choices primarily give you extra reinforcements/increased air or naval power - all at the expense of negative VP costs.  It's worth noting that the Japanese A.I. always seems to take some of these optional boosts.
Then it's into the following TURN SEQUENCE.  Note that the game doesn't use exactly the same terminology in every Phase I have used here for familiarity's sake. 

CARD DRAW PHASE
Just like many of my favourite board wargames, each turn begins with a single card draw.  Most can be saved to play when you want, but a few [edged in purple] must be played immediately.  They're the typical mix of good and bad.  Here's just a sample: bad weather preventing your carrier aircraft from taking off or restricting ground unit movement, a reinforcement card that you can delay playing to gain VPs, a very good range of combat support benefits.

AIR AND NAVAL BOMBARDMENT PHASE

Slightly misleading in its title, as what you are doing is sending these units out to locations where they will take part in Combat in a later Phase.  Note that both types of units can be placed in areas where you intend to move land units or can be sent to soften up targets by themselves.  
Typically you'll have 10 air units and 9 naval bombardment units at the start of battles.  Generally, this will diminish as the game progresses, but with some naval reinforcements and cards that restore an aircraft or two.
Main decisions choices here are as to allocating in small or larger groups and whether to have air and naval units target the same area.



Above you can see the two on-map boxes at a typical point later in a game, where I've divided my naval bombardment units in the USN Battleships box into two stacks of three units and my aircraft in the USN Carriers box into three groups of three.  A simple drag and drop process to first set up the groups can be followed by a further drag and drop process to direct them to their land target areas.  By and large this a simple, fast and fairly intuitive process.  
The screen will show the path you're tracing, indicating by colour whether it is allowed or not, while text will show whether aircraft will encounter AA fire and a symbol whether your destination is legal.  Occasionally, I've encountered minor glitches, such as a left click suddenly doesn't have any effect, but a right click does or, occasionally, a unit might not show a glowing outline to show that it's being immediately allocated to a group.  But trying again eventually will get you there and I've never had any hang-ups/crashes resulting from any of my actions - not even when one air group seemed to be settling, thankfully temporarily, into a weird weaving backwards and forwards pattern.
REINFORCEMENTS
For the USN, these are mainly Battleships. Land reinforcements largely come by card play and are rarely substantial and are limited to highlighted beach landing areas.
LAND MOVEMENT
As with most games this will occupy most of your playing time.  It includes all the usual features, terrain costs, effect on combat, stacking allowed, impassable to certain types of unit, effects on supply etc.  No surprises here and, of course, none of the accidental errors associated with playing games on your table top.  The one omission that I'd like included is the take-back function present in most of the computer war games I play.  So, the zoom-in/out facility comes in handy here to check key destinations.  What makes this system so playable is both the choice of area movement and a relatively low counter density.  I've given up on several hex and counter computer war games purely because of the tedium of pointing and clicking to move massive numbers of units, turn .. after turn ... after turn ... zzzz.
COMBAT PHASE
This probably is the Phase I'm most conflicted about.  First of all a screen appears listing all the combats you've set up and you then click on each one in whatever order you wish to resolve them in.  Typically these range from four to ten battles.  Consequently the Phase moves very fast - you can also adjust the speed at which they play out. 
At the start of each individual battle, you and the A.I. have the opportunity to play one or more cards to affect the outcome.  Only playable cards will be highlighted, quite often this may be a single card.  Your decision is more often whether to play the card now or use in a later battle or wait until a later turn in the game.  Don't forget you're only drawing one card per turn and not all of them affect combat.  You are guided a little in your decision by a bar at the bottom of the screen which indicates the percentage chance of winning the battle for each side.


The choice of battle card at the beginning of a battle.
Once a battle has been chosen, all the units appear and all that's left to do is click on the tab at the bottom of the screen to activate each step of the battle.  This is essentially Bombard, followed by Fight.  As each unit fires, the number it rolls flashes up superimposed on the unit.  Any hits scored are automatically allocated by the computer.  A battle lasts three rounds maximum and the only choice you have as the attacker is when the screen offers the opportunity to click on a white "Retreat" tab.
My main ambivalence about the process is not knowing the rationale behind how hits are allocated on the enemy and the fact that you have no control over the hits allocated to your own units.  Also puzzling have been the occasions when the enemy has suddenly retreated or routed.  Nice when it happens, but I'd like more understanding of why; still it could be argued that that's a realistic factor of war.  Similarly, sometimes you'll get the opportunity for some pursuit fire and occasionally a breakthrough occurs with the opportunity for some units to advance and, if they enter an enemy occupied area, create another battle.  This ability to Breakthrough is the one I've struggled most to implement successfully.  Sometimes the method has worked, sometimes it hasn't.  After Combat, a screen appears detailing all the results. 
REPLACEMENTS
These are usually just one or two build points per turn.  Each point restores an infantry unit to full strength, while two points are needed to restore armour units.  Consequently, they are best saved in the early stages of a battle and applied to units that are on their last strength point or two. The strength of a unit is shown by the number of white SP dots; as a unit takes hits, this is shown by the dot turning grey.  Tracking losses is therefore a simple and clear process.

Once you, as the active USN player, have taken your turn its over to the Japanese A.I. whose turn will zip by in seconds.  Even when the A.I. is playing the USN, their turn is remarkably fast!

Another glimpse of me playing the Japanese

Over and above the game play which is smooth and fast [up to you whether you want to slow down the Combat section], graphics are simple, clear and the zoom facility  enhances visual examination well.
So far, I've played through three out of the five battles and all three have proved very different experiences.  Tinian, my first victory, went down to the penultimate turn of its 19 turns and so far seems the easiest.  As the shortest battle, it was a good starting point.  Next up was Tarawa, which initially was an abject failure as my progress was so slow that the invasion got cancelled - oh, the shame of it!  By comparison when I moved on to Saipan, the landings were an easy cake-walk.  Ashore with little opposition which was overwhelmed on the first turn and the coastal road looked like a beckoning highway! But if my experiences are an accurate reflection of the battle just wait till you start having to winkle the Japanese infantry out of the mountains.  Not only are they a tough nut, but they have some bite back if you're not careful - you're going to need those replacement points.
I've barely dipped my toes into the waters of SGS Okinawa, as this is a completely separate game purely on the one battle.  It was historically the last major one of the US island campaign and deserves its individual treatment, especially when you consider that more American troops were involved than in the D-Day landings on the Normandy beaches! Not surprisingly it's a much larger undertaking than any of the individual battles in Pacific D-Day and has two scenarios: the full 40 turn campaign and a moderately shorter 31 turn scenario, the Shuri Line.  So, in a few weeks I hope to bring you a closer look at what has happened there.

However, if you haven't had enough of the Pacific yet, my next review will be focusing in detail on the naval war with Vuca Simulations Task Force Carrier Battles in the Pacific



  3 in 1 Medieval Weapon 30001 by JMBricklayer  So, for this build we are going back a bit in history. Some people may look at the three wea...

3 in 1 Medieval Weapon 30001 by JMBricklayer 3 in 1 Medieval Weapon 30001 by JMBricklayer

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




 3 in 1 Medieval Weapon 30001


by


JMBricklayer



 So, for this build we are going back a bit in history. Some people may look at the three weapons you can make and simply write them off as a child's toy. I suggest that you take a long look at the three different modules. 





 This is what JMBricklayer has to say about the model:

"The design of our 3-in-1 model kit is inspired by the elements of warfare in the medieval period. This model kit not only has a rich historical background but also has a variety of interesting ways to play, which can take you on a journey through the retro history and culture of the medieval period and appreciate the wisdom of the ancients. Build three magnificent kits – a Ballista (a huge crossbow), a Bombard (an early type of cannon), and a powerful Catapult.

Block model’s overall color scheme retro, will let you have a feeling of immersion in the medieval era. And the body is solid, the appearance of a high degree of restoration, and exquisite design, the outer contours of each wheel, and the front part of the vehicle have a unique light blue sickle-type decoration, that plays a defensive role, but also embellishes the appearance. You can take home research to discover more playable details."







 The first build I chose to make was the 'catapult'. To be entirely correct it is one form of a catapult. The Romans called it an 'Onager' which means 'wild ass', the reason being the machine has so much torsion power that when it hurls a projectile the onager actually jumps when the hurling arm hits the crosspiece. 




 The many little pieces that JMBricklayer has built into the kit are pretty amazing. It comes with wheels that have scythes attached to them. There are chain pieces that also help to immerse the builder into another age. You can see by the picture above that they are pretty large models. 











 There is only one thing that I do not like about the build. It comes with seven different well marked bags of bricks. However, instead of only having to use the 1st bag, and then so on, it actually tells you to open all seven of the bags before building. Because the kit has only 568 pieces it is not as bad as it could be. Just make sure that you leave yourself enough room for spreading them out for the build.







 The build itself is straight forward. With the small round connection pieces, it is better to look carefully at them and separate them into their distinctive shapes. This is not a build I would recommend for outside use (I wouldn't really take any block toy outside). However, it will stand up to firing its payload in all three modes without a problem. 




 

Oddly enough, when building one of these kits you are not on edge at all about it. When building models, I was always afraid to put too much or not enough glue etc. The painting gave me over the top anxiety (which is probably why they came out so bad). Doing a block kit actual makes me calm for some reason. I think it is because I really cannot do anything to ruin the kit. I might put the wrong piece in but fixing that is usually fairly easy. 


 Thank you, JMBricklayer for allowing me to review this interesting and well-made kit. This kit is the perfect size for someone to start in the hobby. 

Robert

  A Victory Awaits Operation Barbarossa 1941 by Multi-Man Publishing   Barbarossa, the invasion of the Soviet Union by Germany, took place o...

A Victory Awaits: Operation Barbarossa 1941 by Multi-Man Publishing A Victory Awaits: Operation Barbarossa 1941 by Multi-Man Publishing

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





 A Victory Awaits


Operation Barbarossa 1941


by


Multi-Man Publishing







  Barbarossa, the invasion of the Soviet Union by Germany, took place on June 22nd, 1941. Many people do not know that Germany was incapable of fighting a long war. This is because of having limited natural resources, and especially oil, to fuel their economy, as well as their armed forces. Hitler had decided to attack the Soviet Union to procure all the oil etc. that Germany needed. After the abysmal showing of the Red Army against Finland in 1939/1940. The German High Command thought that it would be relatively easy to conquer the European parts of the Soviet Union. 

 This is what this game is all about. As the Germans, you have nine turns to get from one side of the map to the other, taking as many victory points as you can along the way. The Soviet player has to throw his forces at the German meat grinder to try and slow, if not stop, their forward motion.



 This is a blurb from Multi-Man Publishing about the game:

"Famed Japanese designer Tetsuya Nakamura, who created A Victory Lost, Fire in the Sky, A Most Dangerous Time, and What Price Glory?, returns to the East Front with A Victory Awaits.
 
Using a lightly modified version of the A Victory Lost system, the game covers Operation Barbarossa from June 22 to mid-September. Game play features the same chit-pull mechanics used in AVL, with 10 one-week turns. Players can play either the full campaign game, or the Army Group North, Army Group Center, or Army Group South scenarios. Each of the scenarios plays on a single map, or play the full campaign game on all three maps!
 
This design was originally published as a series of three games in Japan: Fierce Fight! Leningrad Blitzkrieg, Fierce Fight! Smolensk Blitzkrieg, and Fierce Fight! Kiev Blitzkrieg. The game also includes rules for multiplayer (four to eight players) and a series of optional rules. The rules have been expertly translated into English, with detailed assistance from the designer.
 
On the wide steppes of the Soviet Union can you emerge victorious from the opening blows of the Russo-German war?"


 So, the pedigree of the game is clearly shown. The fact that it was a trio of magazine games (boo, hiss, eye rolls) makes no difference whatsoever to me. Some of my best times in wargaming were had with magazine games. The way the game is setup you have the ability to play the full first part of Barbarossa, or you can play a scenario of each German Army Group (North, Center, and South).


 This is what comes with the game:

Three maps
Three countersheets
15-page full color rulebook
4 player aid cards
2 dice
box and lid
 
Solitaire Rating: Excellent
Complexity: Low
Playing Time: 3-15 hours
Scenarios: 4

Game scale: 
Each hex is about 10 miles (16 km).
Each turn is 10 days.
Units: Divisions.



Part of the Middle Map and Army Group Center's Attack



 This game is a bit like Barbarossa on $5 a day. You will get the full panoply of the immense invasion cut down to its bare bones. The Rulebook is only fifteen pages long. The actual rules for the game are only a little over ten pages. Then come some optional rules, the scenarios, and it also has rules for playing with up to eight people. The rulebook is in full color. Unbelievably, it has enough space to have a good number of rules examples included in it. There are two full color hard stock Player Aid Cards, one for each side. These both have the terrain chart on one side with the CRT and Sequence of Play on the other. The other two Player Aid Cards are for the four of the games separate scenarios (Leningrad, Kiev, Smolensk, and the Campaign Scenario). I am torn as far as the counters go. At first glance, I thought they were a little garish. I believe these are the deepest hues ever used for counters I have seen. They have grown on me. There is no problem reading the information on the counters. The counters do not use the 'NATO' designations that we are used to. I want to say that the designation shapes are from German sources from WWII, but I could be completely wrong.  You are also given alternative counters that show a silhouette of tanks and mechanized units instead of the rectangles and quadrilaterals. The maps are very well done. Each hex terrain is easy to see, and the artwork of the maps is plain to see. You are given three maps: Leningrad, Smolensk, and Kiev. These represent the areas of action for the German Army Group North, Center and South. So, other than the color choice on the counters, the games components pass muster.



This is part of the Northern Map



 This is the Sequence of Play:
 
 Game play proceeds using the following sequence. Once through the sequence comprises one game turn. After nine complete game turns, the game ends and victory is determined.

(1) Selection Phase. Each player secretly selects which of their command chits will be put into the cup for this turn. The command chits are mixed together into a single cup.
(2) Command Phase. One command chit is drawn blindly from the cup. The owner of the chit becomes the active player. The active player enacts the command chit (7.0).
(3) Activation Phase. If required by the command chit, the active player activates the appropriate HQ unit and any other eligible units (8.0).
(4) Operations Phase. Activated units may move and attack.
 • Movement Segment. The active player may move his activated units (9.0).
 • Combat Segment. The active player may attack enemy units with his activated units (10.0).
 After resolving steps 2-4 above, if any command chits remain in the cup, return to step 2 (Command Phase). If no chits remain in the cup, proceed to the End Phase.
(5) End Phase. Advance the turn marker into the next space on the Turn Track. Any Axis units in that space are moved to the Axis Available Box.  Return to step 1 (Selection Phase) and begin the new turn (6.0).



Part of the Kiev Map


 The game does not have separate air units. The two Air Forces strength has been built into the ground forces strength. As mentioned, this game was based upon boiling down all the extraneous rules and thoughts that are in almost all other Eastern Front games. As the German, you do not have to worry about rebuilding railroads either. That rebuilding has also been built into the system. 

 The supply rules are also different than most Eastern Front games. In all of the scenarios, the German player does not have to check if his units are in supply until turn four. As all the scenarios are nine turns, that means that he has almost half the game to run rampant on the Soviet player. 

 The game is only nine turns long. As the German player you have to get moving and keep moving. One thing to keep in mind is that destroyed Soviet units will come back to haunt you. The rebuilding of destroyed Soviet units is one of the few standard rules of Eastern Front games that is in this game. However, Soviet units that are starved out by lack of supply do not come back to haunt Ebenezer Scrooge, the German player, later in the game. So, as the German player you must hit the Soviet Union like the Road Runner. Put the Soviet units into sacks and then tighten them. Then you will not have to worry about them rising from the grave.

 The Soviet player is completely caught on his back foot. Time is generally on your side in Eastern Front games, but not this one. So, you must always be worried about if and when you strike back at the invaders. You have to be very careful not to attack and then find those same units out of supply. Of course, there are times where you just have to dig in and take those unit losses.

 The game is built on the chit pull system. There is even a chit pull for supply. So, neither side will know where the next blow will fall. This a fast-paced game even if it is actually a mini-monster. The sheer size of this part of the Soviet Union is what puts it into that category. If you have the area to play the full campaign, that is excellent. However, do remember that you can play three different one map scenarios.



Part of the Leningrad Map



 Thank you, Multi-man Publishing for allowing me to review this game. Mr. Nakamura has added another excellent game to his stable. My apologies to MMP for my tardiness with this review.

 Multi-Man Publishing has games about battles and campaigns all over the globe and from many different time periods. These games go from real monsters to much simpler easy to learn and play ones. They have numerous series of games to choose from. These include, among others:

Standard Combat Series
Operational Combat Series
Tactical Combat Series

 When looking through my collection earlier this year, I was surprised to see how many of their games I actually owned.


Robert

Multi-man Publishing:

A Victory Awaits:
 
hpssims.com