COLLECTORS’ CORNER, PART TWO0 commentsTuesday, June 30, 2009 Impending Game Auction on eBayA number of my visitors know of my ongoing love-hate relationship with eBay, and several of them have actually purchased games from me over the years through past eBay auctions. For that reason, several of my readers have requested that I provide a little advance notice of my future game auctions, and the titles that I plan to offer for sale. In deference to those readers, and on the off chance that I could be preparing to offer a game that might be of interest to some of my visitors, I am posting the following list of game titles that I will be putting up on eBay over the next day or so:
As a special Bonus Feature, this auction also includes, in addition to the standard SPI game, a copy of Steve Stomi’s excellent game variant, LEIPZIG REVISED, complete with variant rules, set-up instructions, and mounted and trimmed variant game counters. This list only represents the first installment in a wide-ranging collection of games from different publishers that I will be offering on eBay over the coming weeks and months. I hope that, in the course of these different auctions, at least some of you find titles that would make worthwhile additions to your collections. GDW, AGINCOURT (1978)0 commentsMonday, June 29, 2009
AGINCOURT was designed by Marc W. Miller as an entry in the Series 120 collection of games. The title was published by Game Designers’ Workshop (GDW) in 1978.
DESCRIPTION![]() The Battle of Agincourt, at least in the English-speaking world, has attained an almost mythical position in the long history of English arms. For many who are unfamiliar with the actual history of the battle, it is still comparatively well-known because of its connection with William Shakespeare’s play, “Henry the Vth.” Young King Harry’s “St. Crispin’s Day Speech” (thanks to the Immortal Bard) is today widely considered, and rightly so, to be one of the truly great inspirational speeches of all time. The actual battle at Agincourt was typical of many of the medieval clashes that characterized the fighting during the Hundred Years’ War. A French army of some 25,000, composed primarily of men-at-arms and mounted knights, deployed in three lines (called "battles") against the English force of only 5,700. Henry’s choice of defensive ground was the key to his plan of battle. The particular patch of terrain where the young English King had chosen to make his stand funneled the attacking French into his prepared positions; this deployment largely neutralized the numerical advantage of the French while it masterfully played to the strengths of his small combined-arms force. On the morning of the battle, Henry could only field about 1,000 knights and men-at-arms; fortunately for him, however, he also commanded over 4,500 archers, all of whom were armed with the deadly English long bow. And small as this army was, events would prove that his outnumbered force was more than equal to the task that lay before it. The contest, interestingly enough, did not begin immediately; instead, having drawn up his "battles", the French commander was content to sit and wait. It was only when Henry ordered his archers to move their firing positions forward and to loose a flight of arrows against the closely-packed mass of French men-at-arms and knights that the Constable finally signaled for the first "battle" to charge the English position. The French, supremely confident of victory, advanced straight towards the English line of battle. Unfortunately for the French, when the attacking knights and men-at-arms attempted to close with the smaller English army, they were rapidly shot to pieces by the massed fire of the English bowmen. Casualties among the attackers quickly mounted; the French assault stalled and then collapsed as dead and wounded men and horses from the first French "battle" piled up on the muddy ground in front of Henry's position. A second French assault only added to the carnage. Confronted by what had rapidly degenerated into an obvious military debacle, more than a few of those French knights and men-at-arms who had not yet engaged the English line, chose "discretion as the better part of valor," and abandonned their fallen comrades and the battlefield to the victorious English. The Battle of Agincourt produced one of the most lop-sided victories in military history. The French lost over 8,000 (including the Constable) killed, and another 2,000 taken prisoner. The English losses, given the French casualties, were unbelievably low: only 400 killed. A PERSONAL OBSERVATIONAGINCOURT, unlike many of GDW’s Series 120 titles, is actually a relatively simple game, both to learn and to play. Unfortunately, it is almost too simple: French options are few, and the game dynamic is actually somewhat boring. On the positive side, the AGINCOURT game system is intuitively logical and the actual mechanics of play are uncomplicated. The counters are clear, although visually disappointing (actually pretty ugly); the game map is, to be charitable, also a bit bland, but it too is not really off-putting, just very, very dull. The rules, however, are a shambles. In keeping with Marc Miller's penchant for shoddy rules-writing, the actual instructions for the play of AGINCOURT seem awkwardly, even hurriedly written; in fact, they almost give the impression of having been randomly cobbled together to meet a publishing deadline.Still, for those players interested in a very simple, relatively fast-playing simulation of the battle, I suppose that it is just barely possible to do worse. My own advice for those who have a real historical interest in this battle, however, is to purchase the SPI game on the Battle of Agincourt, instead. Finally, for gamers who are not familiar with this collection of GDW titles, the Series 120 games were designed to use no more than 120 counters, and to be played to conclusion in 120 minutes or less. Game Components:
SPI, THE MARNE (1972)6 commentsSunday, June 28, 2009
THE MARNE is a divisional level simulation of perhaps the most critical battle of the first summer of World War One. The game was designed by John Young, and published in 1972 by Simulations Publications, Incorporated (SPI).
HISTORICAL BACKGROUND
At least partly because of air planes and taxis, Paris had been saved. The salvation of the French Capital would come at a terrible price, however; the Allied “Miracle of the Marne” meant that World War I would not end in the fall of 1914, but would drag on for four more years; with a final cost of over 10 million dead, and many tens of millions wounded and maimed. DESCRIPTION![]() ![]() THE MARNE offers two Allied counter-attack scenarios and one German pursuit scenario as part of the standard game. The Allied counter-attack scenarios offer the option of historical or free Allied initial setup. Both begin on 6 September and last for ten game turns; the German pursuit scenario begins on 30 August and continues for seventeen game turns. In addition, THE MARNE also presents four optional “what if?” German Orders of Battle. These four alternatives represent plausible variations in the forces available to the Germans during the actual battle. The objectives for both players are challenging: Can the Kaiser’s armies smash through to Paris, before the Allies can rally and block their advance? Or instead, can the Allied counter-attack achieve its historical outcome and become the “Miracle of the Marne?” Despite its somewhat old-fashioned graphics, THE MARNE is a worthwhile addition to the game collection of anyone looking either for an easy-to-learn, exciting simulation, or for an interesting, highly playable game about the First World War. A PERSONAL OBSERVATION![]() THE MARNE is one of a number of games designed by John Young that basically spanned the period from the Napoleonic Wars, through the American Civil War and the Franco-Prussian War, to the Second World War and beyond. I confess that I am a big fan of Young’s many games. His designs are almost always — I’m still not sure about SEELÖWE or THE FALL OF ROME — innovative, interesting, playable, and fun. Despite his tragic and untimely death many years ago, John Michael Young leaves behind a library of some of the best game designs that, in my opinion, SPI ever published. Design Characteristics:
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Recommended ReadingTHE COMPLETE TOURNAMENT PLAYER, PART ONE0 commentsSaturday, June 27, 2009 Tips on Preparing for Your First War Gaming ConventionAt some point, almost everyone who regularly plays war games will get the urge to attend a war game convention in order to try their luck in tournament competition. After all, where else can a war gamer spend days on end doing nothing but playing games, while surrounded by other people with the same passionate interest in this somewhat eccentric hobby. I know the feeling well. When this bug bites — and for regular war gamers, it will — players will quickly discover that there are a number of war gaming conventions, all organized around tournaments, which they can attend. ![]() Consimworld holds a major tournament convention, the “Expo,” every spring in Phoenix, AZ, and Don Greenwood’s Boardgame Players Association (BPA) conducts a number of different tournaments of varying sizes, year-round. However, with the biggest and best tournament, the World Boardgaming Championships® (WBC) Convention — August 3rd through 10th, in Lancaster, PA — just around the corner, I thought that now might be a good time to offer the prospective first-time attendee a few tips on surviving and enjoying their maiden sojourn at a major war gaming tournament. So, with that goal in mind, here are a few “Dos” and “Don’ts” that, hopefully, will help make this first trip the exciting, fun experience that it should be. CONVENTION and TOURNAMENT DOs![]()
CONVENTION and TOURNAMENT DON’Ts
As I stated at the beginning of this essay, attending your first war gaming convention, particularly one of the truly big ones, can be an introduction to a whole new set of fantastic gaming experiences. For the dedicated war gamer, there really is nothing else that is comparable. But attitude is everything. If the prospective first-time attendee will observe these few simple “DOs” and “DON’Ts,” I’m convinced that he or she (women attend these conventions too, by the way) will have a great time at their first tournament outing, and that that initial convention will not end up being their last. This concludes Part One of this set of posts. Part Two will look at actual tournament play, and some of the gaming habits of successful tournament players. COAG, JÉNA! (1996)0 commentsThursday, June 25, 2009
JÉNA! is a historical simulation, at the operational level, of Napoleon’s invasion of Saxony during France’s somewhat belated war with Prussia and Russia, in 1806. The game was designed by Ed Wimble, and published in 1996 by Clash of Arms Games (COAG).
HISTORICAL BACKGROUNDThe defeat of the Third Coalition at Austerlitz on 2 December 1805 greatly complicated the already fragile relations between Prussia and France. Prior to the defeat of the combined Russo-Austrian Army in Moravia, Prussia had contemplated joining the coalition against France, or at least, given Frederick William III’s natural timidity, parlaying Prussia’s strategic position athwart Napoleon’s line of communications into some form of political and territorial advantage in Germany. The stunning French victory at Austerlitz dramatically changed everything. Unfortunately for Prussian ambitions, with Austria now prostrate and Russian troops retreating east towards Poland, Napoleon saw little reason to indulge the territorial yearnings of the Royal Court in Berlin. Instead, the French Emperor, in a diplomatic gesture that could only incense the Prussian King, unapologetically withdrew his offer from the previous year to cede possession of Hanover to Berlin. Instead, in an effort to promote a tenuous peace with England, Napoleon offered the German possession to the British instead. This diplomatic affront infuriated the Prussian King and, spurred on by his intractably anti-French wife and her friends in the Prussian “war party,” Frederick finally ordered his generals, in mid-August of 1806, to begin preparations for war with France. Characteristically, Frederick William’s enthusiasm for war soon wilted, and despite the imprecations of his wife and generals, and the military assurances of the Russian Court, it was not until 1 October that the Prussian King finally issued an ultimatum to Napoleon demanding that all French troops be withdrawn from Germany. Napoleon received the Prussian demand on 7 October. Immediately, the French Emperor began plans to force march the 200,000 men of the Grande Armée — already in encampments in Germany and Bavaria — against the 130,000 Prussians and 20,000 Saxons that were slowly feeling their way towards him in three uncoordinated and dispersed armies. Ironically, despite the weeks of Prussian dithering, Frederick’s only continental ally, Tsar Alexander I, had not been informed of Berlin’s plans early enough to order Russian reinforcements to march forward to support the Prussian movement against the French. With the forces of his two adversaries temporarily separated, and the Prussian Army itself disorganized by its advance into Germany, the stage was now set for one of the great triumphs of Napoleon’s practice of the art of war. DESCRIPTIONJÉNA! is played in game turns. Each turn in the game, besides encompassing its regular player operations, will periodically require the execution of one of two special game segments. A PERSONAL OBSERVATIONDesign Characteristics:
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Recommended ReadingSee my blog post Book Review of this title which I recommend for those visitors looking for additional historical background information. GDW, ALMA (1978)0 commentsThursday, June 25, 2009
ALMA was designed by Frank Chadwick as an addition to GDW’s Series 120 Game Collection. The game was published by Game Designers’ Workshop (GDW) in 1978.
DESCRIPTION![]() ALMA is a grand tactical simulation of the first battle of the Crimean War. The game is 10 turns long, and each game turn represents 30 minutes of real time. The combat units are batteries (artillery), battalions, regiments, and brigades. Historically, this battle was the first and only time that the forces of the major powers (England, France, and Russia) actually faced each other in a set-piece battle. The unlikely anti-Russian coalition of Britain, France, Turkey, and Sardinia had chosen the Crimean port of Evpatoria for a landing. After several days spent organizing and arguing on a plan of action, the main Allied force of British, French, and Turkish troops began the march towards the Russian naval base at Sevastopol. On September 20, 1854 they met the Russian Army of General Prince Menshikov drawn up for battle on the south bank of the Alma River. The Russians, although outnumbered, were in strong prepared defenses; the Allied force, although numerically superior, was disorganized and poorly led. This is the tactical situation the two players find themselves in at the beginning of ALMA. Interestingly, a Russian victory at the Alma River would probably have ended the Crimean War before it had properly begun. A PERSONAL OBSERVATIONALMA, despite its size, is not a simple game. Although the Series 120 games were designed to use no more than 120 counters, and to be played to conclusion in 120 minutes or less, this title is surprisingly textured and challenging. The game system blends fire and shock combat with the effects of morale to produce a very interesting simulation. The game’s counters are attractive and clearly-printed, but the game map is surprisingly primitive, even for GDW in 1978. Still, for those players looking for a small, tactically detailed, and challenging title that deals with a critical battle during the Crimean War, ALMA is probably a good choice. For those looking for a simple, easy-to-learn little “introductory game,” this, I can assure you, isn’t it. Game Components:
SPI, KOREA (1971)1 commentsThursday, June 25, 2009
KOREA: THE MOBILE WAR: 1950-51 is an operational level game of combat during the first year of the Korean War, 1950-51. KOREA was designed by James F. Dunnigan and published by Simulations Publications, Incorporated (SPI) in 1971.
INTRODUCTIONThis game is interesting both for its subject matter, and for the place it occupies in the evolution of contemporary game design. KOREA, along with THE BATTLE OF MOSCOW (1970) and LOST BATTLES (1971), represents an early effort by SPI to improve design realism by increasing unit mobility in the battle area. In the case of these three early titles, their game designs allowed all combat units to move before and after combat. Dunnigan and company apparently found this approach to be unsatisfactory. Instead, the SPI designers finally decided to vest post-combat mobility exclusively in motorized units: thus was born the mechanized movement phase. This special second movement phase first appeared in the East Front game: KURSK (1971); and for that reason, contemporary games that employ this approach are typically said to be using the KURSK Game System.HISTORICAL BACKGROUNDAt approximately 0400 hours on 25 June 1950, the North Korean Army (NKA) invaded its neighbor to the south without provocation or warning. As soon as the attack began, North Korea began radio broadcasts claiming that South Korea had actually invaded the North, and that the invasion of South Korea was a “righteous” and rapidly-delivered punishment for the South’s duplicity. There was, of course, nothing impromptu about the North’s actions at all: North Korea, with the help of its Communist sponsors China and the Soviet Union, had been preparing for its invasion of the South for months.The Communist force that spearheaded the drive across the 38th Parallel was considerably stronger than the Republic of Korea (ROK) forces directly opposing them. The initial invasion force numbered seven infantry divisions, one armored brigade, and numerous supporting elements. The NKA units had been well-trained by Chinese advisors and even better-equipped with Russian artillery, tanks, anti-tank guns, and heavy mortars. In addition, to further sow confusion in the ROK Army’s rear, the initial assault was accompanied by amphibious landings by small NKA contingents along South Korea’s coastline. To initially oppose the NKA invasion, the South had only four infantry divisions and a detached infantry regiment near the frontier, and another division garrisoning Seoul. The rest of the ROK forces were scattered across the length of the peninsula and in no position to reinforce the border units during the early stages of the NKA offensive. Moreover, the South’s divisions had virtually no anti-tank guns or heavy weapons. Most ROK artillery was 105mm caliber or smaller: this meant that the NKA heavy artillery had a significant range advantage over that of the South. To make things even worse, the ROK Army also had no tanks. Thus, the outcome of the early battles was a foregone conclusion: the NKA quickly broke through the ROK Army’s lines and began a dash for Seoul. The South Korean Capital fell on 28 June. However, during a late meeting on the preceding night, the UN Security Council — thanks to the temporary absence of the USSR from the Council’s proceedings — had been able to call on its member countries to give South Korea military aid. American airstrikes and naval actions against the invading NKA units commenced almost immediately; in addition, General Douglas MacArthur ordered the American 24th Division from Japan to Korea. The Korean War had begun; it very quickly would become a proxy war between the East and the West, and the political after effects from its inconclusive outcome still fester on the Korean Peninsula to this day. DESCRIPTIONKOREA offers three comparatively short scenarios: the 17 turn Invasion Scenario (North Korea invades the South); the 9 turn Intervention Scenario (Chinese forces attack overextended U.N. units occupying North Korea); and the 21 turn Stalemate Scenario (U.N. forces gradually grind the Communists back toward the 38th parallel). The players also have the option of playing the 52 turn Campaign Game, which essentially ties all three of the shorter scenarios together. A PERSONAL OBSERVATIONThe Korean War, like the Vietnam War, was a conflict that most Americans, at least at the time, wanted to forget. This is unfortunate but it also probably explains why there haven’t been all that many simulations of the Korean Conflict offered over the years. World War II was just a far more popular historical source for games. The bloody stalemate of the last two years of fighting, and the war’s unsatisfactory conclusion have both probably served to dampen wide-spread interest in this important conflict. Yet there is a lot to be learned, both militarily and politically, by studying the bloody struggle for the Korean Peninsula. Lessons that, sadly, seem to become steadily more relevant with every new nuclear threat or pseudo-declaration of war that emanates from the demented gnome in Pyongyang. KOREA: THE MOBILE WAR 1950-51, while a little dated in its graphics, is still a pretty good game and a reasonably plausible simulation of the conflict during the “mobile’ phase of the war. Given current affairs on the Korean Peninsula, it probably doesn’t hurt to revisit this topic once in awhile.Design Characteristics:
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TAHGC, HANNIBAL: ROME VERSUS CARTHAGE (1996)0 commentsWednesday, June 24, 2009
HANNIBAL: ROME VERSUS CARTHAGE is a grand strategic simulation of the 18 year long Second Punic War. HANNIBAL was designed by Mark Simonitch and published in 1996 by the Avalon Hill Game Company (TAHGC). In the eyes of many players and collectors, this is the best, most-playable game ever designed on this topic.
HISTORICAL BACKGROUND![]() DESCRIPTION![]() HANNIBAL is a two-player game with each player commanding either the armies of Rome or the largely mercenary forces of Carthage. The game system utilizes a combination of leaders, combat units, and political markers. Leadership is critical, but the real flow and tempo of the game derives from the players’ use of “strategy and battle cards” which are essential for everything from movement, to raising troops, to conducting battlefield operations. The game mechanics are both fast-moving and extremely playable, features that encourage the players to test and retest their skills against their historical counterparts. Thus, the game revisits history by asking questions that only the players can answer. Can you, as Hannibal, translate your tactical victories into strategic success? Or can you, as Scipio Africanus, drive Hannibal and his army back into Africa, and smash him, once and for all, at Zama? ![]() Design Characteristics:
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BOOK REVIEW: 'QUEST FOR THE LOST ROMAN LEGIONS: DISCOVERING THE VARUS BATTLEFIELD'0 commentsTuesday, June 23, 2009
QUEST FOR THE LOST ROMAN LEGIONS: Discovering the Varus Battlefield
I stumbled onto Tony Clunn’s book, “Quest for the Lost Roman Legions,” quite by accident while I was doing a little personal research into Roman military operations in Germania and Gaul during the period from about 70 B.C. to 70 A.D. It was a happy accident because, once I actually began to read Major Clunn’s chronicle of his life-long quest to find the Varus battlefield, I really couldn’t put it down. ![]() In 9 A.D., the Seventeenth, Eighteenth, and Nineteenth Legions and their auxiliaries, under the command of Roman Governor Publius Quinictilius Varus, were ambushed by rebellious Germanic tribesmen, led by the Roman-trained German cavalry commander Arminius (or Hermann), as they marched from their fortified encampments near the River Weser west towards the Rhine. All three Legions were, in the course of a running three to four-day battle, virtually annihilated. Perhaps as many as 25,000 Romans and their allies and families were killed as a result. Because so few of the “civilized” Romans survived the battle, the actual location of one of the greatest and most far-reaching Roman military defeats in history — despite the accounts of the Roman historians Tacitus and Dio — was lost. And so the matter stood for almost 2,000 years, and there it might have remained for another two thousand years, were it not for the dogged perseverance of a single British amateur archaeologist and historian. ![]() “Quest for the Lost Roman Legions,” is the account, by retired British Army Major, Tony Clunn, of his decades long archaeological investigation into the fate of the three Roman Legions that perished somewhere in the Teutoburg Wald in 9 A.D. Major Clunn, long fascinated by the story of Varus’ lost Legions, look advantage of a military posting to Germany, to begin his personal investigation into the mystery of Varus’ Legions and their last battlefield. His conviction that the ancient battle had actually taken place north of the German city of Osnabrück, led him to explore this wild area of peat bogs, forest, and hillocks. At Kalkriese, despite initially finding only a few Roman coins, the author, after years of additional searching, finally came upon an extensive swath of Roman military artifacts that revealed where the Roman legionnaires actually fought and died in the Fall of 9 A.D. ![]() This obscure Roman military disaster had far-reaching consequences for the Roman Empire. Unlike the Battle of Cannae, in which over 50,000 Roman soldiers died at the hands of the Carthaginian Army under Hannibal, but which still could not save Carthage from Roman conquest and retribution, this battle preserved the German national identity. The defeat at Teutoburg Forest halted Roman expansion into the German tribal territories. It determined that the northern frontier of the Roman Empire would henceforth be the Rhine, and not the Elbe, or the Oder. The short-lived Roman Province of Germania, after only two years of Roman rule, would never again fall under Roman control. In short, because of Arminius, the German people would never become Romanized, and their culture, traditions, and language would remain peculiarly their own. Still, if the “Quest for the Lost Roman Legions” was merely a chronicle of Major Clunn’s archaeological experiences and discoveries I would probably not be recommending it here, however engrossing it might otherwise be. Fortunately, the book is much more than that: the author skillfully weaves his modern field work and research together with an exciting historical account of the events leading up to the battle, as well as of the bloody hand-to-hand struggle, itself. It is a fascinating account of Germania’s only provincial governor, the unlucky and lethargic Publius Varus; his personal betrayal by a trusted German tribal leader, and Varus’ refusal to heed the advice of another loyal German commander who rightly mistrusted the persuasive and flattering Arminius. Using his soldier’s eye for terrain, and his understanding of the flow and tempo of combat, the author first describes the hopeless situation that the Romans found themselves in once they had become ensnared in Armenius’ trap; then he goes on to chronicle the critical events of the battle, based on the archaeological evidence, as the fighting continued over its several desperate, bloody days. ![]() Because of Major Clunn’s decades-long dedication to his historical project, there is, today, a modern, multi-million dollar museum at the actual location of the Varus battlefield at Kalkriese; so visitors can now tour the museum and examine the thousands of historical artifacts that have, thus far, been recovered at the archaeological site. Tony Clunn’s discovery is a signal accomplishment and an inspiring testament to the ability of a single dedicated individual, through dint of dogged determination and sheer hard-work, to change our understanding of history. ![]() “The Quest for the Lost Roman Legions” is not a book intended merely for those interested in military history. It is well-written and detailed; it also an exciting detective yarn and an interesting look into the curious world of the amateur archaeologist. In addition, Major Clunn brings something to the story of Varus’ lost Legions that no historian or archaeologist could: the special understanding by an experienced military commander of the many different clues left behind on an ancient battlefield. For this reason, I very strongly recommend this book. . OSG, PANZERKRIEG (1978)2 commentsMonday, June 22, 2009
PANZERKRIEG: von Manstein and Heeres Gruppe Süd is a historical game of World War II combat on the Eastern Front from August 1941-March 1944. The game was designed by John Prados and was originally published by Rand Game Associates in 1975. This up-graded (and modified) version was reissued by Operational Studies Group (OSG) in 1978.
HISTORICAL BACKGROUNDWith the capture of Smolensk in late summer, the way seemed open for a major German drive straight for Moscow. However, both Hitler and the OKH had hit upon another idea; instead of calling for a continuation of the armored thrust towards the Russian Capital, Hitler suddenly decided on a completely new mission for the main striking power of Army Group Center: Guderian’s panzers, rather than continuing their push towards Moscow, would pivot south to support the stalled forces of Field Marshal Gerd von Rundstedt’s Army Group South in the Ukraine. Thus, starting on 27 August 1941, Heinz Guderian’s Second Panzer Group, on orders from Hitler, veered away from its eastern drive and began to attack southwards. The Führer and OKH were mesmerized by the possibility of a massive envelopment of the Soviet forces around Kiev. The Germans had already achieved a major encirclement near the southern town of Uman earlier in the summer, and Hitler was very keen to try for an even larger pocket near the ancient Ukrainian city of Kiev. The new operation, despite its lack of preparation, seemed to go as planned. Thus, while Guderian’s attack began to gain momentum, von Rundstedt’s forces continued to doggedly push east. On 12 September, Kleist’s First Panzer Group — after weeks of bitter fighting — finally broke out of its Dnepr River bridgeheads south of Kiev and surged northeast towards Guderian’s advancing spearhead.On 16 September the leading elements of the two Panzer Groups met near Lohkvitsa. Trapped around Kiev were five Soviet armies. The fighting to liquidate the Russian pocket would continue until 26 September, when the last major resistance came to an end. As a direct result of this encirclement battle, the Wehrmacht would capture 665,000 Russian prisoners, over 800 tanks, and 3,700 artillery pieces. The other direct result of this stunning victory was that the German Army would not capture Moscow in the fall of 1941. And in the end, that would be the more important of the two outcomes for both Russia and Germany. DESCRIPTIONEach game turn follows a simple, but rigid sequence. The first player executes his player turn in the following order: the Weather Determination phase (first player only); the Supply Determination Segment; the Movement Segment — both ground and air units move; and the Attack phase. The Attack phase is further divided into individual game segments; these are: the Combat Resolution Segment; Exploitation Resolution Segment; Protection Segment. The second player then repeats the same sequence (skipping only the Weather Determination phase), after which the game turn ends. The combat routine for PANZERKRIEG is quite layered and very detailed. In order for units to attack, they must both be in supply and within the command range of an appropriate headquarters unit. The defending player, if he has units available that are eligible, may then dispatch reserve units to reinforce threatened sections of his line. Air units may attack independently or in concert with ground units. If an attacker achieves a very high (modified) die roll during a battle, his attacking units may move and attack again during the Exploitation Segment — this is where the previously mentioned “nail-biting” aspect of the game comes in. A PERSONAL OBSERVATIONThis game is a curious blend of both old and new. Unfortunately, while each of the different game elements seems reasonable when considered in isolation, in combination, the design gives the impression of having been jury-rigged and hurriedly mashed together. The game box really says it all: a wonderful, eye-catching MacGowan design combined with a really off-putting color scheme. In short, when it comes to this title, there seems to be a negative element to counterbalance every positive feature. For example, the different scenario situations are well-chosen and their historical backgrounds are all carefully chronicled for the players; nonetheless, these same scenarios, when actually set-up and played, uniformly fail — at least to me — to capture the feel and historical dynamic of the actual battles they seek to depict. In Prados’ game, the offensive forces always seem to be just a little too powerful and the defenders a little too ineffectual. Also — since I am in the mood to pick nits — the game map appears cluttered during the early turns of virtually every scenario. Perhaps, the game is just jinxed. After all, PANZERKRIEG is the only game that I know of which was published by three different game companies under the same title: Rand Game Associates in 1975; Operational Studies Group, 1978; and The Avalon Hill Game Company in 1983. So besides having had more “comeback tours” than Cher, this East Front title, like Prados’ earlier design, THIRD REICH, has been repeatedly tweaked and refined ever since its initial publication. This, by the way, is my main beef with Prados as a designer; it is also why I consider his game designs to be grossly overrated in gaming circles. Every one of his designs shows the basic framework for a promising, interesting simulation; unfortunately, he just never seems to be able to come up with a truly “finished” game. Whether the title is THIRD REICH, YEAR OF THE RAT, CASSINO, or PANZERKRIEG, Prados fails time and time again when it comes to really bringing the design project to a satisfactory conclusion. In the case of PANZERKRIEG, perhaps it is just me, but with almost eight years of development time, you would think that this title, at least, would have turned out a bit better than it did.Design Characteristics:
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Recommended ReadingSee my blog post Book Review of this title which I recommend for those visitors looking for additional historical background information.A PERSONAL ASIDE ON MILITARY SERVICE: THE HIGH PRICE THAT THOSE WHO PROTECT US WILLINGLY PAY0 commentsSunday, June 21, 2009 ARE WE CREATING A NEW GENERATION OF “TOMMY ATKINS?”
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The Marine scout-snipers that operate as part of MarSOC are much like the Navy SEALs or the Army Special Forces; they are the “tip of the spear” in the new type of warfare currently being waged all around the world against our nation’s enemies. Unlike other combat units that are assigned a geographical objective, or an area of responsibility, these “special ops” people are only sent to where things are hot. Typically they arrive at their objective — sometimes having travelled halfway around the world to get there — and go right into the fight. It is probably one of the toughest jobs that any combat soldier can ever have. By the very nature of these operations, “uncommon valor” is not only a common virtue, it is an essential requirement for success. The commanders who send these elite troops into action expect them to accomplish near miracles. They are, after all, the very best that we have. But these types of missions also mean that losses are inevitable and, if things go wrong, can be very high. OSG, DARK DECEMBER (1979)7 commentsFriday, June 19, 2009
DARK DECEMBER is a historical game of World War II combat during the “Battle of the Bulge” in winter 1944. The game was designed by Danny Parker, formerly of SPI, and published by Operational Studies Group (OSG) in 1979.
HISTORICAL BACKGROUNDAt 0530 on 16 December 1944, a massive German offensive, code-named “Wacht am Rhein,” jumped off with a violent, hour-long artillery bombardment from 1,900 guns along eighty-five miles of the Allied front line in the Ardennes region of Belgium. As soon as the barrage lifted, the 250,000 men and 1,100 tanks of Field Marshal Model’s Army Group B smashed into the dazed defenders of this thinly held section of the American line. The German offensive that would come to be known as the “Battle of the Bulge” had begun. The German plan was to tear a hole in the American front and then to rush powerful panzer forces through the newly-formed gap. The panzers, once they had achieved freedom of maneuver, were to force a crossing of the Meuse River, and were then to pivot northwest to seize the port city of Antwerp before the Allied High Command had an opportunity to react. The German seizure of this important Allied supply center would isolate the substantial British, Canadian, and American forces north of Aachen. Hitler hoped this might finally force the Western Allies to accept a separate, negotiated peace with the Third Reich.DESCRIPTIONA PERSONAL OBSERVATIONIndividual taste can be a tricky thing, particularly when it comes to the graphics used in game design. However, one of my long-term beefs with OSG has been what I view as the consistent ineptitude of their graphics people. I admit that I do not like the design of the DARK DECEMBER box art: it is uninspiring, dreary, and somehow, a little phony looking. The game counters, and the rules and study booklets, on the other hand, are all just fine. It is the pumpkin-mash of a game map that I really do not like. The DARK DECEMBER game map is, quite probably, one of the ugliest pieces of cartography that I have ever seen. And I have seen a lot. This is really too bad. In playing this game with a friend who did not find the map colors as repugnant as I did, I couldn’t help but appreciate some of the innovative elements that Danny Parker put into his third try at a “Bulge” game. There really is a lot about this game’s design that is quite clever and intuitively pleasing. If the map hadn’t been so off-putting, I probably would have actually done more than set my own copy of the game up once, and then put it away. Who knows? If Redmond Simonsen had done the graphics, Parker’s design might have been seen today as an exciting, playable “classic,” instead of as a celebration of the colors of Halloween. I know, at least, that I would have liked it a lot more.Design Characteristics:
Game Components:
Recommended ReadingSee my blog post Book Reviews of most of these titles; all six of which are strongly recommended for those readers interested in further historical background.THE WEST POINT ATLAS OF AMERICAN WARS (Complete 2-Volume Set)
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