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Christmas Suggestions for Potential Junior Gamers Avery Abernethy, 17 December 2014 Any great hobby needs More »
Published by Schwerpunkt
Michael Eckenfels, 20 December 2014
Click images to enlarge, in some cases, a LOT…
If you want to look for a ‘labor of love’ wargame, look no further than the massive, latest game by Schwerpunkt: World War II Europe (hereafter referred to as WW2E). The game, including graphics, engine, scenarios, and documentation, were all put together by two individuals (Ron Dockal and KC). In the true spirit of a “ma and pa” organization (as Schwerpunkt itself puts it on their own website), this game has been a long time coming and has been greatly anticipated. As it has just been released in recent weeks, GrogHeads is pleased to give you this “first impression” of the game; a full review, and quite possibly some AARs, will be forthcoming.
Since the release of AGW (Anglo-German War) about ten years ago, Schwerpunkt put itself on the radar of many grog-minded gamers, and WW2E looks like much more of the same, at least at an initial glance. The game covers tons of scenarios across the entire scope of World War II in Europe, with a promised upcoming ‘Grand Campaign’ that will allow one to battle across the entire map of Europe. In the meantime, there are dozens of scenarios to wade around in.
By Brandon “Kushan” Johnson, December 18, 2014
Click images to enlarge
I’m running a huge deficit at the moment. Expanding or upgrading the fleet is out of the question until I can get back into the positive in terms of cash flow. I’m considering changing governments in the near future. The +10% maintenance cost for being a republic isn’t the worst thing in the world but it is contributing to the negative cash flow.
16 December 2014
Fresh outta alpha, and into beta, the guys at LNLP sent us a sneak peek of a fantastic little tabletop game that’s getting a digital conversion. Note that the graphics are likely to change some over time as the game gets more polished and closer to release.
click to enlarge
The annual tradition returns – the holiday buying guide!
Once again the holiday season approaches, and once again gamers’ loved ones may be struggling to come up with a gift that goes deeper than a tie, sweater, or fruit cake. Relax. Grogheads is on it, and once again we are proud to present our Buying Guide for the hard-to-buy-for gamer/military historian. Once again our categories are broken down into approximate areas of interest. They’re not going to be perfect, but hopefully at least one will cover a sufficient area of interest that you can safely point a gift-giver to. And enough of the dangling prepositions. Let’s get on with it!
For The Electronic Gamer
At the top of the list have to come PC wargames. Many good ones have been released this year and hopefully at least one on this list will hit a sweet spot.
Fans of modern naval warfare on the PC will find Command a must-have. Players can simulate battles from the 1950’s through the modern era and pretty much any nation with an ocean view can be dialed up for conflict in this game, if one of the pre-made scenarios doesn’t do it for you.
Gamers playing on the iOS aren’t missing out on much of the action. Battle Academy 2 has been released and East Front leads the way for some light tactical wargaming on the iPad. Offering fun, scripted scenarios this is one of those games that is both enjoyable and challenging. And it covers the Eastern Front. What more is there to say?
Brant Guillory, 10 December 2014
How does intel work in board wargaming? How could it work? Here are a few thoughts.
What is Intelligence? What is Tactical Intelligence?
Intel is critical information needed to make decisions; that information is currently unknown, or known but likely to change. Tactical intelligence is specific to the battlespace in which a commander operates, and is needed to make decisions of a direct military nature, involving the employment of battlefield operating systems to accomplish his mission.
For example, a commander may not know the strength of the enemy’s force at all – a situation common in naval combat. In this case, he is dealing with a “pure” unknown. In another case, he may be familiar with the enemy’s initial strength, but following attrition for maintenance and expected harassment and interdiction (H&I) fires, it can be expected that the enemy will hit the commander’s main defensive belt at something less than full strength, but the exact strength is uncertain.
Another common occurrence in reality, but rare in games (especially historical ones because of the way that scenarios are designed), a commander might have a fairly complete enemy order of battle – and his reconnaissance may even have eyes on the enemy – but he has no idea what the enemy objective is.
In any case, there is information about the enemy that the commander needs. That information is intelligence. It’s often developed through inference, and it’s rarely an exact science. Based on what can be seen, what does that tell us about the enemy’s strength, intentions, and capabilities? Based on what is known, what can be extrapolated?
These are the challenges that commanders face in a real-world intelligence development environment.